Hi Robert,

I realize your busy, that's why I am trying to implement it myself and
I appreciate the feedback. I'm going to try the primitive intersector
implementation and from what I've seen, I think I can use a similar
process used by the LineSegmentIntersector::intersect( Drawable
*)......?

Cheers,
Chris

On 11/17/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
HI Chris,

On 11/17/06, c sklu <[EMAIL PROTECTED]> wrote:
> Ok, now I've modified PolytopeIntersector to take a CalculationMode (
> BOUNDING_SPHERE, VERTICES, PRIMITIVES) as a parameter. The vertices
> mode checks to see if any of the vertices are within the polytope. But
> even this isn't an accurate solution because what if you dragged a box
> to intersect just an edge of a polygon or completely in the interior
> of a polygon, then a vertex isn't necessarily in the polytope.
>
> So I think the only accurate solution is to use a Primitives based
> calculation mode...

Having modes requires the underlying implementation of line segment
and triangle based polytope intersections, as I've said twice now it
hasn't been done yet, but its what I intend for this intersector.  You
are welcome to implement it.  I am veeeeerrrrry busy right now so
can't take on any other stuff.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to