Thanks a lot Klvnk! I’ll definitely look into that. I’m using some hack-y workarounds now for performance, but will work at proper solutions. Here’s s…
It seems we have nearly identical RayMeshGridIntersect code, and nearly identical performance as well. I appreciate that you want me to figure this ou…
There’s a triggered event (can come at any time and frequency, but will wait until the last op is done + a time delay) which tries to read the matId o…
Just a note before I proceed down this path: I’ve been avoiding mesh snapshot for performance reasons, but this is all so slow now that it seems that…
The difficulty lies in filtering out hidden faces, though, with polyop.getHiddenFaces seemingly not working for anything other than the base object.
Klvnk: Yes, DenisT only uses mousetrack for demonstration purposes, not for its intersection functionality. With the optimizations I mentioned above,…
Thanks a lot, DenisT. RayMeshGridIntersect seems to return 100% dependable results. It’s terribly slow, however. I’m including my code below, for any…
I’m having issues with seemingly any kind of ray hit under max 2009. I’ve tested 2014 without issues, and do not know about any versions in between th…
Miauu, I came across that, but couldn’t find that anyone had actually used it. Have you had success with it? denisT: there are two types of ‘h…
Well, I was playing with an idea of using a scene change event to update everything, though at that point it’s starting to get ugly…
AlpineMan: These are old, and despite my logging a few bugs against them years ago (As an internal employee) no one was interested in fixing them: …
Mousetrack doesn’t play well with epoly. I can’t comment on the two others as you don’t mention them by name.