in reply to Speeding up point-in-polygon -- take two

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.


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Eric Hodges
  • Comment on Re: Speeding up point-in-polygon -- take two

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Re^2: Speeding up point-in-polygon -- take two
by Anonymous Monk on Jun 02, 2009 at 13:55 UTC
    Years later... I don't think that the ray projection will work without a method to see if the ray passes between two points that may make up the vertices of the polygon. - lartnec