3d renderers do this all the time and normaly pretty darn fast. Just polygons + a raycast to determine which polygon you hit. Why not break down the polygon into triagles and then sort those with a b-tree? Isn't that still how 3d games handle the process? Alternatly just use a 3d engine and load all the polygons in and raytrace ;) but that seems silly.
In reply to Re: Speeding up point-in-polygon -- take two
by eric256
in thread Speeding up point-in-polygon -- take two
by punkish
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