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Posted

The mesh class has access to the materials array:
https://www.leadwerks.com/learn/Mesh?lang=cpp

However, the raycasting on brushes does not use the subdivided mesh, it uses the simple brush shape. This provides the exact same result but is much faster.

So the way to do this would be to perform the raycast, and then check the brush visual mesh or meshes to see what the closest vertex to the picked point is. Let me see how this would look...

Let's build cool stuff and have fun. :)

Posted

I am adding brush->meshes in the next build of the CPP lib. This will give you access to the visual meshes that are built to represent a brush entity.

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Let's build cool stuff and have fun. :)

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