Hi Alberto,

Thanks for confirming my hunch about the ratioList. I've never used that functionality but I've been around the LineSegmentIntersector code a bit and I remembered it being something like that, but wasn't sure.

If that's the case, you can do the same with the triangle's texture coordinates at the 3 same
vertices and thus get where in the texture the hit occured.

I'm not sure about this one, but it should give a reasonable approximation anyway :)

You're right, there might be some other things like perspective correction that enter into the equation. I'd have to research the actual equations that OpenGL uses to calculate a texture coordinate based on the triangle's 3 vertices' texture coordinates in order to sample the texture at the right texel. It's probably well documented, but it's not the kind of thing I tend to memorize...

Anyways, I think we're going a bit further than what the OP asked. :-)

Thanks,

J-S
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Jean-Sebastien Guay    [EMAIL PROTECTED]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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