Hi Stuart,

I have checked in a version of the ground intersection routines that
just use the bvh trees in the scenegraph.
This should improove the run time behaviour for the ground queries.
That should be even faster than the variant you tried since it avoids the 
extra computations/allocations that are required for building up a ground 
cache agound this point.

If you experience any problems with this change please tell me.

Greetings

Mathias

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