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Nov 28, 2013 at 9:47 history tweeted twitter.com/#!/StackGameDev/status/405996299017015296
Nov 15, 2013 at 23:39 vote accept Sparky
Nov 15, 2013 at 9:53 answer added Helbreder timeline score: 1
Nov 14, 2013 at 23:09 comment added Helbreder let us continue this discussion in chat
Nov 14, 2013 at 22:57 comment added Sparky Awesome! Thanks for taking the time to do that. I really appreciate that. After your changes does it yield any results? Is there anything else I should experiment with?
Nov 14, 2013 at 22:00 comment added Helbreder I stepped over a SSCCE couple of times to understand how it works and these are the clues I found: * there's a typo in tri2 definition - first two vertices have the same coordinates. I've changed second one to (18.0000000, 34.0000000, 2.70000005) for testing purposes. * given vertices form triangles with clockwise windings. This states, by default, that both triangles are turned away from a ray's direction. I've reversed ray's direction so the ray shoots up from below triangles. * I think only dir vector should be normalized in normalizedIntersectRayTriangle function call.
Nov 14, 2013 at 18:05 comment added Sparky I see what you're saying. I'll see what I can do.
Nov 14, 2013 at 17:11 comment added Helbreder The only thing I can think of are those ray direction coordinates. I don't know how exactly =glm::intersectLineTiangle= works internally, but thinkng about a ray direction vector, coordinates should be in a form of a (0, 0, -x) for it to point exactly down from a origin point.
Nov 14, 2013 at 14:33 comment added Sparky You're right! I'm sorry, that was a mistake in the post. The actual z value for ray direction is -10.0. See the SSCCE.
Nov 14, 2013 at 14:32 history edited Sparky CC BY-SA 3.0
Fixed a mistake in ray direction.
Nov 14, 2013 at 8:30 comment added Helbreder Ray origin and direction have the same coordinates. Shouldn't the z coordinate be negative in direction vector for a ray to point down?
Nov 14, 2013 at 2:22 history edited Sparky CC BY-SA 3.0
added 163 characters in body
Nov 13, 2013 at 19:49 comment added Evan Try normalizing your dir vector before passing it in. Functions like this almost always expect a normalized vector, and anything else could cause problems.
Nov 12, 2013 at 19:03 history edited Sparky CC BY-SA 3.0
Debugging information
Nov 12, 2013 at 0:13 comment added David Cummins Possibly the ray you define isn't guaranteed to intersect with the triangles (e.g. origin is too high/low), or you are experiencing floating point issues with the edges of the triangles.
Nov 11, 2013 at 21:20 comment added House Possible duplicate: gamedev.stackexchange.com/questions/31844/…
Nov 11, 2013 at 21:13 history asked Sparky CC BY-SA 3.0