I'd rather just directly raycast against a nicely compressed hierarchical representation than create horrendous amounts of triangle geometry and rasterise that. The code would be absolutely tiny, and not mostly a bunch of calls into someone else's code.
But, you know, gotta do the OpenGL / DirectX / whatever vanilla API thing... that's what graphics programming is, isn't it...
But, you know, gotta do the OpenGL / DirectX / whatever vanilla API thing... that's what graphics programming is, isn't it...