DTS Renderable triangles
by Gerald Fishel · in Torque Game Engine · 09/28/2005 (6:14 pm) · 2 replies
Hi all,
Well I thought I had this figured out previously, but it looks like I was probably mistaken.
I'm trying to implement a castray against DTS objects using the actual renderable triangles rather than the collision mesh. I have a ray/triangle intersect function that works well, but I need to be able to get a complete list of the renderable triangles to perform the collision tests. How can I get that?
I was using 'TSMesh::buildPolyList' from within TSMesh::castRay, but I don't seem to be getting all of the triangles. When TSMesh::castRay is called normally, does the TSMesh just represent the collision mesh?
Any help on figuring out this issue would be greatly appreciated.
Best Regards,
Gerald
Well I thought I had this figured out previously, but it looks like I was probably mistaken.
I'm trying to implement a castray against DTS objects using the actual renderable triangles rather than the collision mesh. I have a ray/triangle intersect function that works well, but I need to be able to get a complete list of the renderable triangles to perform the collision tests. How can I get that?
I was using 'TSMesh::buildPolyList' from within TSMesh::castRay, but I don't seem to be getting all of the triangles. When TSMesh::castRay is called normally, does the TSMesh just represent the collision mesh?
Any help on figuring out this issue would be greatly appreciated.
Best Regards,
Gerald
Torque Owner Gerald Fishel
Development Ninja
Thanks