Raycasting a CustomGeometry (Triangle Strip)

Hello everyone,
I am currently having issues with raycasting on a CustomGeometry (TRIANGLE_STRIP). For some reason the hits do detect, but only on the first defined tri. The geometry displays fine and on previous tryouts the raycast worked perfectly on a Terrain, but I don’t see what I can change here to make it work as expected.

The geometry is defined like this:

    CustomGeometry* slopeGeometry = visual->CreateComponent<CustomGeometry>();
    slopeGeometry->BeginGeometry(0, TRIANGLE_STRIP);
    slopeGeometry->DefineVertex(verts[0]);
    slopeGeometry->DefineTexCoord(tex[0]);
    slopeGeometry->DefineNormal(norms[0]);

    slopeGeometry->DefineVertex(verts[1]);
    slopeGeometry->DefineTexCoord(tex[1]);
    slopeGeometry->DefineNormal(norms[1]);

    slopeGeometry->DefineVertex(verts[2]);
    slopeGeometry->DefineTexCoord(tex[2]);
    slopeGeometry->DefineNormal(norms[2]);
    [^ tri defined by the above registers with the raycast, any more do not]
    slopeGeometry->DefineVertex(verts[3]);
    slopeGeometry->DefineTexCoord(tex[3]);
    slopeGeometry->DefineNormal(norms[3]);
    [... potentially more vertices defined here...]
    slopeGeometry->Commit();

And this is the raycast:

unsigned int MASK = -1;//0xFFFFFFFF
Urho3D::Ray ray = camera->GetScreenRay(input->GetMousePosition().x_/float(getWindow()->GetSize().x_), input->GetMousePosition().y_/float(getWindow()->GetSize().y_));

PODVector<RayQueryResult> result;
RayOctreeQuery q(result, ray, RAY_TRIANGLE, M_INFINITY, DRAWABLE_GEOMETRY, MASK);
octree->RaycastSingle(q);

if(result.Size() > 0){
[... hit evaluation...]

Adding additional CustomGeometry components to the node makes them register the raycast as well - but again only on the first tri. I guess I could add a new component for every single tri but that seems like a waste.
Thanks for any help!

Okay sorry, fiddled a bit more with it. The solution is to change the RAY_TRIANGLE parameter of the RayOctreeQuery to either RAY_AABB or RAY_OBB.
Why, I don’t quite know though.

Try using raycast instead of ray castSingle

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