I'm not sure if this is the intended behavior, but I can't see why it would be designed that way. The problem is this: If I "pick" a quad primitive from a QuadArray geometry using the following code, it calculates the vertices normally and the values are correct (I checked several times). Point3d[] vertices = pickIntersection.getPrimitiveCoordinates(); If I only need the closest vertex, however, and use : Point3d closest = pickIntersection.getClosestVertexCoordinates(); it will not return the correct value. It appears to use the indices of the intersected quad (0 - 3) to identify the closest vertex. The trouble is that the getClosestVertexCoordinates method then returns the coordinates of the point that occupies index i in the entire GeometryArray, not the coordinates of the point occupying index i in the primitive quad that was picked. Therefore the closest vertex identified will ALWAYS be in the first quad of the geometry. I believe the getClosestVertexIndex() will also only return a value between 0 and 3 for quads. Is this also expected behavior?? =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
