Oh wow, didn't realize that Unity's texture compression was that awesome
heh. The AABB that I have looks like it is just a geometric check, but it should work pretty well. It is, currently, exactly taken from the ZFXEngine which was written some time ago when games had to be more efficient with their clock usage so it should work well enough for this. I will look into these "plucker coordinates" and see if I can make any sort of addition to the engine.
Yeah, having a C++ library attached to something that is supposed to be multi-platform is sorta like shooting yourself in the foot I guess. Yeah, a procedural texture creator will probably be a lot of work. Opened my mouth before I did any research into the subject. Going to start that research now!
I'll send all of the relevant files for it when I get back to the internets later on tonight, if I don't fall asleep before then >.< In that case I will be sending it tomorrow when I get online. It may or may not be what you have already but I'll let you decide that heh.
EDIT!!!
Okay, did a small amount of cursory research into procedural texturing and I came up with one that might work for the purpose. It is actually a part of Unity already, and can be found here ->
http://unity3d.com/support/documentation/Manual/Procedural%20Materials.htmlProcedural Materials are essentially the same as regular materials (as far as Unity is concerned) with the only major exception being that the applied texture is procedurally generated. I haven't gotten into how efficient Unity is at getting this done but it could be something to look at. It looks like the largest drawback is that the procedural generation will only work on MAC and WIN operating systems, and for others will only pre-render the texture onto the material. Still useful, but not as much, if Linux-based systems will also be a target platform.
Also, at the bottom of the linked page, there is an application that will help analyze any performance impact(s) that using Unity's procedural materials may have.