At the moment we are subtracting large BoT primitives from other large BoT primitives to deal with overlaps. This is killing us at raytrace time. We need to brainstorm a better approach. Either we need to make BoT editing easier so that the user can say "give me all points of this BoT that overlapl that one and let me edit them in turn" or "push the points of this BoT so that they are outside that BoT" or "select all points of this BoT that are inside of that BoT and let me drag/scale/rotate the selected points"
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