rather than along the camera ray I should have said. gw.transPoint your verts worldspace coord to screenspace and do a mapScreenToWorldRay. make sure you've set the graphic windows transform to the identity. gw.setTransform(Matrix3 1) This should allow you to cast the vert onto the mesh from the perspective of the user.…
If you use a NodeEventCallback, specifically geometryChanged: and project your current selection along the camera ray you can make this process realtime. I have a working prototype of this at the moment that i keep meaning to finish. the end result is snapping much like topogun or silo. the great thing is its totally…