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
> 

Reply via email to