   [DX11] How do you intersect meshes?
  I successfully ported my DX10 engine to DX11, and since DX11 has no ID3DXMesh interface, there is no function to intersect meshes anymore. I tried to simply extract the code out of the Picking sample from DX10, and it works, but it is damn slow compared to the ID3DXMesh one. The FPS drops from 800 to 10 at a 150k polys mesh! But the ID3DXMesh one has beaten it by just loosing 100FPS or so. How do YOU do that?   
  Come on, there must be someone who just intersects meshes in DX11 Oo   ;  You don't use ID3DXMesh with d3d11, you roll your own model format and your own intersection algorithms when needed. D3D11 is only a rendering API, nothing more. What you want to achieve is a sort of game logic and there are tons of different ways to do it.;  Haven't done it myself yet, but since the D3DXMESH interface has been dropped in D3D11, you'll probaly have to implement your own ray-mesh-inttersection test. Try googleing for "ray triangle intersection". And then for larger meshes, you will probably gain a lot of performance by dividing your mesh into chunks of a couple (to hundreds) of triangles each (look for binary space partitioning, see here, for instance: http://en.wikipedia.org/wiki/Binary_space_partitioning), enclose these chunks with a simple approximation (Bounding Box or Sphere) and test your ray against these approximations first. By doing so you can save a lot of ray-tri-tests by discarding whole chunks when their approximation is not hit by the ray.   ;Quote:You don't use ID3DXMesh with d3d11, you roll your own model format and your own intersection algorithms when needed. D3D11 is only a rendering API, nothing more. What you want to achieve is a sort of game logic and there are tons of different ways to do it.Thanks, I know.@michaweyel: I've put that code from the Pick10 sample into my engine, it just was to slow. Your links look very interesting. :)   