Do you mean that you didn't have to transform vertices into global space ? Let's say that back then it was the only way it worked right way .also mathematically it makes sense that the collision test is performed in the same coordinate space :)
Sent from my iPhone On Jun 9, 2011, at 5:09 PM, John Brookes <jbp...@googlemail.com> wrote: > Hmm prob with my code. > > I had > ray.orig=posV //posV is a new Vector3D(0,500,0); y is -- in render loop > var dirV:Vector3D= posV.clone() > dird.y -= 30 > trace(ray.orig, dird) > intersectVector = ray.getIntersect(ray.orig, dirV, v0, v1, v2); > > ray.orig causes issue with Broomstick version, but not 3.6 > > Works in both if I just do > intersectVector = ray.getIntersect(posV, dirV, v0, v1, v2); > > > I blame Micheal ;)) > http://groups.google.com/group/away3d-dev/browse_thread/thread/5a008f433fda949b/c4f23d6f042578a7?lnk=gst&q=Ray+to+Triangle+intersection#c4f23d6f042578a7 >