Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

sandy

Problem with ray casting and meshes

This topic is 5714 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi. I''m having a little trouble with ray-to-mesh intersection. I have a mesh in 3D space and I''m trying to check if a ray intersects the mesh using D3DXIntersect(). The problem is that the ray intersection only works when the mesh is at the origin (i.e. 0.0f, 0.0f, 0.0f). If I move the mesh to a new position in the world, the intersection check doesn''t work. For some reason it still thinks the mesh is at the origin as the intersection will work there even after the mesh has moved! I am almost 100% certain that my code for casting the ray is correct as I have used it in other situations, and it has worked fine. I think there must be a problem with the mesh when it moves. The graphical display of the mesh is moving, but as far as D3DXIntersect() is concerned, the mesh is still at the origin. I am just wondering if anyone has seen a similar problem before, or if you have any ideas about what might be causing this to happen. Thanks.

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!