I have an Mesh (with cone and or cylinder geometry) object that has 2 materials used for different faces where one has visible:false set.
My raycaster intersector is still selecting the invisibe/transparaent faces that have the visible set to false (of course the objects visible property is still true).
Shouldn’t the raycater respect the visible-ness of the material of the face?
Being able to raycast to invisible objects and faces is actually really useful. Think hotspots for example. You could encapture a whole group of other objects using 1 larger invisible object.
See this example
Hover over, and nearby the animated model.
With the array returned by the THREE.raycaster intersectObjects method,
you can check whether the object or face detected is actually visible or not, and whether you want to act on it.
Yeah I was expecting the default behaviour would be what I expected but I didn’t think about the cases where invisible things need to be considered. OK will add visibility tests to my click handler.