'A good raycasting routine should never fail like that, unless there is something wrong with the geometry.'
I suspect what's going on is that my terrain geometry is exported with the vertices unwelded and just occasionally the (vertical) raycast intersects exactly at the join between two polys. If I offset the x/z co-ords just slightly, I then get a result.
I suspect what's going on is that my terrain geometry is exported with the vertices unwelded and just occasionally the (vertical) raycast intersects exactly at the join between two polys. If I offset the x/z co-ords just slightly, I then get a result.