Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actualunbird

Posted 10 September 2013 - 02:54 PM

Nicely spotted, Pink Horror.

Edit: If your triangle intersection function defines a ray as two points, then you need to give it two points, not a point and a direction (vector).

Picking (or any collision/intersection test for that matter) need to happen in the same space. I think rastertek - although the code presumably works for the sphere - is making a bit of a fuss with the spaces. E.g. using the inverse world transform goes from world to local (model) space, not from view to world. Check if you got that right.

#2unbird

Posted 10 September 2013 - 02:52 PM

Nicely spotted, Pink Horror.

Picking (or any collision/intersection test for that matter) need to happen in the same space. I think rastertek - although the code presumably works for the sphere - is making a bit of a fuss with the spaces. E.g. using the inverse world transform goes from world to local (model) space, not from view to world. Check if you got that right.

#1unbird

Posted 10 September 2013 - 02:51 PM

Nicely spotted.

Picking (or any collision/intersection test for that matter) need to happen in the same space. I think rastertek - although the code presumably works for the sphere - is making a bit of a fuss with the spaces. E.g. using the inverse world transform goes from world to local (model) space, not from view to world. Check if you got that right.

PARTNERS