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.
|
---|
Replies are listed 'Best First'. | |
---|---|
Re^2: Speeding up point-in-polygon -- take two
by Anonymous Monk on Jun 02, 2009 at 13:55 UTC |