Hi John,

Thanks for the additional info.

Intersecting objects at infinity is a curious thing, I hadn't thought
about needing a ratio with a w component.  The barycentric coordinates
used for the vertices surrounding the intersected triangle can safely
stay as a float or double, although I'd need to look up the maths
involved to know about the interpolation of homogeneous coords.

In terms of objects at infinity being effectively 2D, for ray
intersections you can think about all objects being 2D if you change
the coordinate frame so the ray is along the a local Z axis, then we
you transform all the geometry into this coordinate frame you'd just
test against XY and depth no longer becomes an issue.

It might be reflecting on the maths involved might help refine what
the API and class structure should be.  Leave this with me, I have
your implementation to work with, and can ponder on the  public
interface to it and how we construct the back end.  I can't promise
anything immediate though.  If you mathematical friend has any further
suggestions that let me know.

Robert.
_______________________________________________
osg-submissions mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org

Reply via email to