Hello,
I'm trying to figure out how Ogre could assist me in finding the point where the player's click ray hits a surface. I found this guide, but it is for the old Ogre and uses a function named OgreVE::GetMeshInformation. I don't even konw, what OgreVE is and googling it didn't get me any answers.
I assume, however, that it is not possible to get the mesh information in Ogre Next at all, because the vertex buffer is transferred to the GPU write-only and then freed, isn't it? So I thought, maybe there is a clever solution for this using a shader (and let the GPU calculate the ray) and maybe it is even implemented already.
Anyway, I'm open for any tips on how to achieve this. What I have is the player's cursor position and an Ogre camera and what I need is the world position of the intersection with the first hit polygon. My only idea so far is to keep my model data in an appropriate format and manually implement an algorithm doing it on th CPU (after narrowing it down with the still available raycast query, which gives me a list of hit bounding boxes).