2008/7/28 H. Verbeet <[EMAIL PROTECTED]>:
> 2008/7/27 David Adam <[EMAIL PROTECTED]>:
>> + ortho = D3DXVec3Dot(praydirection, &normal[i]);
>> + if ( ortho )
>> + {
>> + t = D3DXVec3Dot(praydirection, &normal[i]) / ortho;
> This doesn't make much sense, t will always be close to zer
2008/7/27 David Adam <[EMAIL PROTECTED]>:
> + ortho = D3DXVec3Dot(praydirection, &normal[i]);
> + if ( ortho )
> + {
> + t = D3DXVec3Dot(praydirection, &normal[i]) / ortho;
This doesn't make much sense, t will always be close to zero this way.
> +rayposition.x = -3.0f; rayposi