> Implemented Proximity() now for:
>
> Mesh
> Sphere
> Box
> Triangle
> Plane
> Disc
> Cone (includes cylinder)
Found a bug in the bounding box tree traversal code I wrote that made it so
Mesh::Proximity() was checking any triangle whose BBox overlapped the sample
BBox in the x direction, fixing it to narrow down by y and z directions as well
sped it up considerably. XD
Anyone want to hazard a methodology for implementing Proximity() for Blob,
Bicubic Patch, or perhaps for any of the CSG shapes? (or any shape I haven't
listed above for that matter?)
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