<div dir="ltr">This is currently the level of functionality one should expect from OpenSimulator raycasting functions, it would be nice to eventually make this work better so we can use it on cut and hollowed shapes and get much better accuracy.<br>
</div><div class="gmail_extra"><br><br><div class="gmail_quote">On Tue, Feb 25, 2014 at 11:09 AM, Handy Low <span dir="ltr"><<a href="mailto:handy.low.systems@gmail.com" target="_blank">handy.low.systems@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Currently it seems that the OpenSim implementation of llCastRay() gives<br>
coordinates on a target object that lie on the bounding box of the object<br>
rather than on the face of the prim itself.<br>
<br>
For example, casting a ray at a pair of linked cubes in OpenSim will generate<br>
coordinates that lie on the cuboid bounding box that constrains both cubes.<br>
Likewise, casting a ray at a sphere will generate a point on the sphere's<br>
cubic bounding box.<br>
<br>
In SL, the same tests will both return points on the prim surfaces.<br>
<br>
Is this expected behaviour?<br>
<br>
Thanks<br>
<br>
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</blockquote></div><br><br clear="all"><br>-- <br>Michael Emory Cerquoni
</div>