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On 03/07/2012 02:35 PM, Francois Labreque wrote:
>>> Assuming your sphere is to the "right" of your ray starting point.
>>
>> No assumption.
>>
>> The result of this equation is the distance along the ray that you need
>> to travel to get to the intersection. Therefore, the lowest solution is
>> guaranteed to be the one you want. (Unless the camera is /inside/ the
>> sphere, which won't work for several other reasons besides this one.)
>
> No assumption, except for this one, that one, and these other ones, too...
>
> :P
No assumption, assuming the camera isn't inside a solid object.
If the camera /is/ inside a solid object, you need to adjust several
things beyond just the ray intersection tests.
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