Probably should take a look at how osgUtil::IntersectVisitor does this,
as it has to traverse the low-level geometry data in order to figure out
where the actual intersect point is.
Don
Bill Prendergast wrote:
Hopefully this won't expose my lack of knowledge of OGL too much... ;-)
I'm walkin
Hopefully this won't expose my lack of knowledge of OGL too much... ;-)
I'm walking the scene graph, post-load, post-optimize and am looking at
the stripped triangles (preparing to do some area and normal calcs).
Lazily, I made the assumption that they are all DrawElement types and
was just using