Hello developers,

Thank you for all your support throughout my project, Now I have been working on irregular objects.

I have imported an .obj file as a model and used “mesh intersect program” as an intersection like this:

```
GeometryGroup geometrygroupobj = m_context->createGeometryGroup();
InsertModel(prog_path, geometrygroupobj, box_matl, mesh_intersect, m0, true);
InsertModel("C:/ProgramData/NVIDIA Corporation/OptiX SDK 3.8.0/SDK/tutorial/Amago.obj", geometrygroupobj, box_matl, mesh_intersect, m0, false);
```

My insert Model program is:

```
void Tutorial::InsertModel(const std::string& name, GeometryGroup ggroup, Material mat, Program mint, const optix::Matrix4x4 matx, bool suppressErrors)
{
try {
OptiXMesh mesh(m_context, ggroup, mat, m_accel_desc);
mesh.setDefaultIntersectionProgram(mint);
mesh.setLoadingTransform(matx);
mesh.loadBegin_Geometry(name);
mesh.loadFinish_Materials();
}
catch (...) {
if (suppressErrors)
return;
else
throw;
}
}
```

and my Mesh Intersect program is :

```
RT_PROGRAM void mesh_intersect( int primIdx )
{
int3 v_idx = vindex_buffer[primIdx];
float3 p0 = vertex_buffer[ v_idx.x];
float3 p1 = vertex_buffer[ v_idx.y];
float3 p2 = vertex_buffer[ v_idx.z];
// Intersect ray with triangle
float3 n;
float t, beta, gamma;
if( intersect_triangle( ray, p0, p1, p2, n, t, beta, gamma ) ) {
if( rtPotentialIntersection( t ) ) {
// Calculate normals and tex coords
float3 geo_n = normalize( n );
int3 n_idx = nindex_buffer[ primIdx ];
if ( normal_buffer.size() == 0 || n_idx.x < 0 || n_idx.y < 0 || n_idx.z < 0 ) {
shading_normal = geo_n;
} else {
float3 n0 = normal_buffer[ n_idx.x ];
float3 n1 = normal_buffer[ n_idx.y ];
float3 n2 = normal_buffer[ n_idx.z ];
shading_normal = normalize( n1*beta + n2*gamma + n0*(1.0f-beta-gamma) );
}
geometric_normal = geo_n;
int3 t_idx = tindex_buffer[ primIdx ];
if ( texcoord_buffer.size() == 0 || t_idx.x < 0 || t_idx.y < 0 || t_idx.z < 0 ) {
texcoord = make_float3( 0.0f, 0.0f, 0.0f );
} else {
float2 t0 = texcoord_buffer[ t_idx.x ];
float2 t1 = texcoord_buffer[ t_idx.y ];
float2 t2 = texcoord_buffer[ t_idx.z ];
texcoord = make_float3( t1*beta + t2*gamma + t0*(1.0f-beta-gamma) );
}
refine_and_offset_hitpoint( ray.origin + t*ray.direction, ray.direction,
geo_n, p0,
back_hit_point, front_hit_point );
rtReportIntersection(material_buffer[primIdx]);
}
}
}
```

Now I want to store all the vertex of triangular primitives which made up a geometry, in a buffer, I want to emit my rays from each of these vertex.

As I want this information before launch of context so I cannot use intersection programs for stroing primitve coordinate.

Can any one please help me with this issue.