robertosfield wrote:
> 
> Hi Fred,
> 
> I would be inclined to think this is more of an issue of expectation
> rather than a bug in computeIntersections/LineSegmentIntersector.  The
> code is such that save for numerical precision issues it will work
> exactly the same for all triangles, so if it works once then it's
> likely to work all the time, and if it fails once it'll fail all the
> time.  The code has been in place for quite a while so I would expect
> it to be working OK otherwise we'd have heard lots of more reports of
> problems.
> 
> Most likely answer is simply that the winding of the triangles you are
> intersecting resulting in the normals that it's reporting.  Please not
> face normals derived from the triangles themselves can be and usually
> are different than vertex normals at the corners of the triangles -
> they can even be pointing in different directions as vertex normals
> are specified at geometry creation time and needn't bare any
> connection to the faces.
> 


Thanks. I figured out how picking works with respect to the vertex ordering.

However I do see unexpected behavior with some of our larger models, whereby 
the first intersection is not returned.

I double checked and the vertex ordering is fine. Problems show up within the 
same triangle. I can consistently repro this bug with very large models I can't 
give away for analysis unfortunately.

I can however try to find a small repro with a file in the examples folder or, 
as suggested by J.P., I can try changing the picking precision in the source 
code.

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=20744#20744





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