Re: spinning "E" demo questions, for ray casting & surface rendering

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Look at this image

http://imgbin.org/index.php?page=image&id=521

Upper image is the user looking to the computer screen.

Lower is your virtual camera in your virtual world. The image is projected on a virtual screen. The position of the screen is between the camera and the object.

From this point of view, the coordinate of the user is the same coordinate of the camera.

My proposal is to check each point on the virtual screen (each point on your real screen or window), project a line from camera to this point and continue the same line to check if collides any polygon of the object.

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