You could set up a type collection with each quad in it. Then have a type object for each quad, with the field
Now Store the index value of the first vertex created for each quad. Then use camerapick command and return the picked triangle. Then, use the
to return the index value of ANY vertex (corner can be 0,1 or 2). Now, loop through all the types, and compare the index number to the index value held the the type like so...
This will return the picked_index values assciated start index.
Now you have that number, you know which one of the vertexs you have selected basically.
found_index-picked_index= the corner of the quad.
Type quad Field start_index End Type
Now Store the index value of the first vertex created for each quad. Then use camerapick command and return the picked triangle. Then, use the
TriangleVertex ( surface,triangle_index,corner )
to return the index value of ANY vertex (corner can be 0,1 or 2). Now, loop through all the types, and compare the index number to the index value held the the type like so...
for q.quad=each quad If q\start_index=> picked_index and q\start_index =< picked index then found_index=q\start_index Exit End If Next
This will return the picked_index values assciated start index.
Now you have that number, you know which one of the vertexs you have selected basically.
found_index-picked_index= the corner of the quad.