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> May be a change in the search for intersection can help:
> remove outside/insde optimisation, always search for the intersection
> and keep it only if it is between the two vertex.
> If this solution works, it provides a bonus: you could tesselate ALL
> objects (even the flat disk!).
> You would then keep the external optimisation (but loose the
> inside/outside one, thus casting far more rays).
Been there, done that, seems to work, code currently submitted back to Warp
for comments and whatever he wants...
I need to do more tests too...
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