Original Post
Hi I've been programming a game engine with C# and MDX for awhile now, and I've gotten to the point where skinned mesh picking is necessary (for level editing and gameplay) Basically, I was wondering what methods there are to do fast ray->skinned mesh intersection checks The vertices are transformed using a vertex shader, so the only thing exposed to me (as far as I know) is the static mesh. I was considering a heirarchy composed of bounding spheres/boxes but i was wondering if there is a better method or a more accurate method. my goal is a fast method