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On 18/09/2007 at 05:57, xxxxxxxx wrote:
Yes, my shader is attached to several objects, that is the reason why I want to know the currently evaluated rayobject!
What would going thru all RayObjects help actually? If I find 3 objects with the according material, how do I know which object is currently the intersection object in CalcVolumetric? There´s no RayObject I could check against. That´s the problem I am trying to solve.
When the currently evaluated ray hits the object (A) my shader is attached to then CalcVolumetric is called for my shader (so I know my object has been hit for sure) and there is another object (B) inside of it, then vd->op is filled with the other object (so as I said, the span exit point). See the drawing below.
But there is no way to retrieve Object A, so the object that *has* been hit and which my shader is attached to and for which my shader is called for, but no info about it??? So I think there must be a way to retrieve the RayObject. Maybe in InitRender?
But I don´t understand what going thru the rayobjects with my material should help, due to not knowing what to compare these found Rayobjects to.
********* Ray *********
/
OBJECT A / = ?
------------
| /
-----|---- /
| | |/
| ---|--------
| |
---------
OBJECT B = vd->op
Is it clearer now and is there a way to retrieve the hit object, which my shader is actually attached to.
thx!