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I started by trying to get trace to work, but the values I got back were
wrong. If I traced a point to the surface of the ground (with a direction
vector of <0,-1,0>, I would get very wrong y values if the ground was
perfectly flat. The best example I can give is in the code I posted
earlier (see thread titled "Collision Detection"). In that example, I had
a ball going over some spheres. In the case that the ball was directly
above the ground spheres, I would recieve a y offset that was close to
double what it should have been.
Maybe I just need a better understanding of how trace works and how to use
it. I would love to explore that, but have had trouble locating resources
or tutorials.
Mike
Rune wrote:
>So you're creating a 3d array of points (with certain x, y, and z
>spacing), and removing those points above the surface?
>
>Why not just create a 2d array (with certain x and z spacing) and use
>trace() to find the y values of each grid point?
>
>But I may have misunderstood you...
>
>Rune
>--
>3D images and anims, include files, tutorials and more:
>rune|vision: http://runevision.com (updated July 12)
>POV-Ray Ring: http://webring.povray.co.uk
>
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