There are raycast methods in xsisdk

http://www.si-community.com/community/viewtopic.php?f=16&t=2595&p=20942#p20942

From: Steven Caron 
Sent: Tuesday, July 31, 2012 10:38 PM
To: [email protected] 
Subject: Re: SDK : caching the tool context pick buffer

thanks, i am going to use the fps counter for now ... 

i made some progress last night... i am caching the pickbuffer properly now and 
can reuse it, its a single view only now and just compares a CTransformation i 
get off the view camera. removing snap reduced the lag a fair bit. the reason 
to use the snap was to get the hit position on the surface. while not complete 
i changed to use the polygon's vertices average position and their average 
normals to setup a CPlane which i then intersect the world ray with. i am not 
checking to see if i am inside the triangle yet but even this saves me 
considerable time and effort in making my own intersection routines. i haven't 
got my brush orientation perfect yet but i think that's just a matter of 
wrangling my oglRotate calls.

fun stuff!
steven


On Tue, Jul 31, 2012 at 1:21 PM, Brent McPherson <[email protected]> 
wrote:

  The longer a tool takes to process an input event the less events that gets 
generated by the window system so you would have a bigger distances between 
mouse move events. (which could lead to gaps in brush spacing in a paint tool 
etc)

  I guess you really want to measure mps - mouse events per second. ;-) The fps 
counter should work because when interacting the tool generates a redraw after 
each mouse event but you would need to try it to be sure.

  --
  Brent

  From: [email protected] 
[mailto:[email protected]] On Behalf Of Steven Caron

  Sent: 31 July 2012 20:59

  To: [email protected]
  Subject: Re: SDK : caching the tool context pick buffer


  @brent, can i use softimage's fps counter to do speed testing? does that 
counter represent the entire ogl rendering pipeline?

  no biggie if not, i just didn't want to have to make my own profiling/fps 
counter.

  s

  On Mon, Jul 30, 2012 at 3:09 PM, Steven Caron 
<[email protected]<mailto:[email protected]>> wrote:
  well the CGeometryAccessor is a dump of everything too, but its just 
float/long data arrays instead of full fledged classes. at least i could cache 
this data easily without loops...

  should be a fun exercise, which is available here for anyone who is 
interested...

  https://github.com/caron/SimpleBrush


  On Mon, Jul 30, 2012 at 2:58 PM, Brent McPherson 
<[email protected]<mailto:[email protected]>> wrote:
  I would say use the GeometryAccessor but I have probably used the SDK less 
than most of you guys. ;-).

  One thing that always bugged me about GetPolygons and related geometry calls 
is that they return an array of *all* the polygons in the object so it is a 
really inefficient way to access a single polygon when you know its index.

  l_polymesh.GetPolygons().GetItem(l_compIdx);

  GeometryAccessor seems designed to address this shortcoming.



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