Well I tryed to change my indexedTriangleStripArray geometry in indexedTriangleArray to find the intersections, it was easier than looking your code. So I had problems with results of the intersections (there were false), I changed some little things in rayIndexedTriangleArray method to be compatible with my geometry, ..., so after that the performance was not enough good because there are 160*160 triangles in my geometry.
Finally after some long thinking, I am able to know which triangle must be looked with the ray, so I use a triangleStripArray (4 vertex) to look at intersections, it works fine and fast !
Thank you for your reply and thank you sharing your api
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Justin Couch <[EMAIL PROTECTED]> wrote:
SUBSCRIBE JAVA3D-INTEREST Anonymous wrote:
> My question is :
> is it easy to add indexedTriangleStripArray geometry in the j3d.org.geom.IntersectionUtils.java class
I think it would be easy enough to do. Basically a combination of the
indexed geometry and the std triangle strip array code. If you get it
working, please send it to me and I'll commit it to the repository code.
> should I better use indexedQuadArray or TriangleStripArray to do the job ?
I think using un-indexed geometry is the best way. Internally Java3d
unindexifies the indexed geometry before passing it onto the video card,
so there is some performance loss there. In addition, you'll suffer
another hit when starting to do the picking work. The closer you can get
to raw polygon definitions the better.
--
Justin Couch http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler http://www.yumetech.com/
Author, Java 3D FAQ Maintainer http://www.j3d.org/
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