Here is my old code:
int
WalkTest::player_FindIntersection (struct csCollisionPair &cd,
                   csVector3 line[2])
{
  csVector3 tri1[3];
  tri1[0] = cd.a1;
  tri1[1] = cd.b1;
  tri1[2] = cd.c1;
  csVector3 tri2[3];
  tri2[0] = cd.a2;
  tri2[1] = cd.b2;
  tri2[2] = cd.c2;

  return csMath3::FindIntersection (tri1, tri2, line);
}

It worked, but my new code doesn't work.

Now here is my new code:
bool
Simple::player_FindIntersection (struct csCollisionPair &cd,
                   csSegment3 line)
{
csVector3 tri10[3];
tri10[0] = cd.a1;
tri10[1] = cd.b1;
tri10[2] = cd.c1;
csVector3 tri20[3];
  tri20[0] = cd.a2;
  tri20[1] = cd.b2;
  tri20[2] = cd.c2;
const csVector3 tri1[3]=tri10;
const  csVector3 tri2[3]=tri20;
csIntersect3 a;

bool tf;
tf=true;
return a.TriangleTriangle(tri1,tri2,line,tf);
}

Here is how I called the first function:
csVector3 line[2];
player_FindIntersection (cd, line)


Here is how I call the 2nd function:

csVector3 line[2];
csSegment3 seg1;
player_FindIntersection (cd, seg1)
line[0]=seg1.Start();
line[1]=seg1.End();



Any help is appreciated.  My code is almost totally ported.  So I'm about done 
asking questions on how to port old code to new code.  I've learned a lot about 
the new CrystalSpace version.  I like that we're using something faster than 
Rapid for collision detection.  And I really like threads.

,Jim



       
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