Thanks for comments, Peter.

By "easier to pick", I didn't mean relative to other lines in the scene, but 
that I wouldn't have to be as close to the actual line geometry.  It is a 
question of whether the line will be in the list of intersections, rather than 
which intersection I choose.

I suspect the same thing about whether it is worth the effort.

> As for your "other kinds of thinks" in the scene you should be aware that the 
> performance of PolytopeIntersector for 2d-geometries is rather bad. It is 
> much faster to use LineSegementIntersector for those and combine the results 
> afterwards.

By 2d-geometries, do you mean triangles and quads (and not 2D scenes)?  And 
that it would be better to run the polytope intersector for points and lines, 
and a separate line intersector for triangles and quads, and combine 
intersections?  I know all of that is pretty much what you said, but I wanted 
to be sure.  That's using two intersection traversals.  Sounds interesting if 
it is really faster.

thanks,
andy

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