Without taking a look at your or Horde's actual problem this
Quote:
I might also sidestep the issue by reimplementing PhysX support into my engine and use their raycast code to do hit detection.
is the right solution anyway, in case we're taking about a more than 1000 vertices in your scene...
We used bullet for collision detection only, but PhysX support should be equally easy to implement.
You could have a look at the GameEngine of Horde which also has bullet support.
The basic outline is:
- get geometry resource of your model node
- extract vertices and triangles (distinguish between 16/32 bit indices) - use h3dMapResStream
- create phyiscs proxy with the triangles just extracted
- apply the model's node absolute transformation to the physics proxy (do this whenever your model's transformation changes)
- raycast against physics proxy
Good luck.