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intersectRayTriangle culling #194

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tOgg1 opened this issue Apr 27, 2014 · 2 comments · Fixed by #437
Closed

intersectRayTriangle culling #194

tOgg1 opened this issue Apr 27, 2014 · 2 comments · Fixed by #437
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@tOgg1
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tOgg1 commented Apr 27, 2014

gtx's intersectRayTriangle method does backface culling. Is this intentional? If yes, then should it not be noted in some form of documentation (I might be blind but I couldnt find anything)?

@Groovounet
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This extension has been in the TODO list of think to fix and write tests for a long time... Actually this is why I think your pull request needs some tests.

It could be a bug, I honestly don't know. If you fell like fixing it in a way that it is consistent with your intersectRayQuad method, you have might blessing.

Thanks,
Christophe

@Groovounet Groovounet added the bug label May 4, 2014
@Groovounet Groovounet added this to the GLM 0.9.6 milestone May 4, 2014
@tOgg1
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tOgg1 commented May 6, 2014

Currently my methods cull in the same way the original methods do. But this is not something that is particularly hard to change if wanted. I guess the central question is: Should a generic intersect method do backface culling? I can see scenarios where triangle-ray intersection (or quad-ray) would not want this behaviour. But then again for most normal practical use-cases it probably would not matter much.

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