Thank you very much... I'll try.

Quentin

On Wednesday 14 February 2007 19:34:45 Andrew Robberts wrote:
> You probably don't want to hitbeam the entire sector.  If you do, it will
> intersect every mesh in the scene.  So, if you hitbeam, find the terrain,
> place some sort of player mesh at that location, then the next hitbeam will
> probably intersect the player instead of the terrain.
>
> I believe TraceBeam will work for you.  This is like HitBeam, except it
> uses the CD system, so it will only interact with the world and not meshes
> moving around.  So, basically you start with your position (<-13,0,20>),
> use a start that's sufficiently high so that you know it's higher than the
> surface of your terrain (maybe <-13,100,20> will do), and use an end that's
> sufficiently low so that it is guaranteed to intersect the terrain (maybe
> <-13,-100,20>) and then grab the intersection (which will be <-13,x,20>
> where x is the height of the terrain at that point).
>
> Note: I'm not sure if TraceBeam will work with terrain and I have
> absolutely no idea whether this is the best solution or not to your
> problem, but I think it will work.
>
> --
> Andrew Robberts
>
> On 2/14/07, Quentin Anciaux <[EMAIL PROTECTED]> wrote:
> > Thanks,
> >
> > but I still don't see how to do it...
> >
> > Let's say I have a csVector3(-15,0,20) and an iSector... How can I
> > retrieve
> > the elevation vector for this position ? Hitbeam take start and end (of
> > what ?) and return a csVectorHitBeamResult ? How is this supposed to be
> > use ?
> >
> > Greetings,
> > Quentin Anciaux
> >
> > On Wednesday 14 February 2007 17:33:28 Sebastian Hoffmann wrote:
> > > On Wed, Feb 14, 2007 at 04:56:05PM +0100, Quentin Anciaux wrote:
> > > > Example, I load the '/lev/terrain' map and want to know the elevation
> >
> > (y
> >
> > > > coordinate) of the point (-15,0,20) ? How can I do that ?
> > >
> > > AFAIK (which isn't very far after all) you can use a iSector::HitBeam
> > > exactly for that.
> > >
> > > Liebe Grüße,
> > > Sebastian Hoffmann
> >
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