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Re: Picking



> Well, I've decided that there's just no way to do real picking in OpenGL, so
> I'm currently writing my own picking functions to do ray->triangle
> intersection tests.
>
> I think the best way to do this will be do use OpenGL's picking to isolate
> the picked object, and then from there I'll have to do triangle by triangle
> hit tests on the pick ray to figure out all the useful info.
>
> If I get this working, I'll post the code.

Why not simply doing the raycast all by yourself?
If you only do a few raycasts and have bounding volumes around batches of
triangles it is fast and propably easier than trying to make OpenGL do the
raycast for you.

The ray-triangle code from mvller is fast and works.
http://www.acm.org/jgt/papers/MollerTrumbore97/code.html

Joe Ante
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References: 
 >Re: Picking (From: Brian Greenstone <email@hidden>)



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