I was about to transistion from a custom simple 3d object to using meshes. So I look through the tutorial and samples for meshes in DX10. It appears that they do not even use D3DXMESH anymore, but rather thier own undecypherable SDK_MESH object instead. Does this mean we are encouraged to stop using D3DXMESH and create our own Mesh data structure?
I don't mind doing it, I would even like to, but where do I start on the intersection testing that I would be missing?
I'd really like to get back the subset or even the face of the mesh that a vector intersects with.
I fear my algorithm would be really poor. All I can think of is to start with a surface that outlines all the faces of each subset, determine which subset if any was intersected, and then iterate through all the faces of that subset to determine which face.
That assumes I can figure out how to get one surface, comprised of outside edges, from a set of faces.
That also assumes I can figure out how to test an intersection of a ray and a surface.