Hi Dirk,

Dirk Reiners wrote:
> Well, not really. It was never supported in hardware, so it's just running 
> through the software emulation layer and is not all that fast. It will also 
> completely go away in OpenGL 3.

Oh, I didn't know that. Actually, I thought that it was completely done
by the graphics card's GPU. However, our current OpenGL scheme is
not that bad with respect to the picking/selection performance.

> In general it's more efficient to do it in software, , if it's an important 
> operation.

Dito. Didn't know.

> But I just realized that there might be another way that's much more 
> efficient 
> anyway.
> 
> Do you need to pick objects or really individual lines? If the former, you 
> can 
> use a variant of the IDBuffer picking code that was added to the Tutorials 
> for 
> 1.8.
> 
> It renders the ids of all objects into an invisible buffer and does picking 
> by 
> just reading the ID from that buffer. The tutorial only picks a point, but 
> you 
> can also run it for a rectangle (or whatever shape you want).
> 
> The disadvantage is that it will only pick visible elements, so objects that 
> are 
> completely hidden will not be picked. Does that fit your requirements?

 I was aware about this technique as well as of the tutorial. Well done.
But there are two important conditions that must be fulfilled for our picking
and selection mechanism:
At first, as you have already mentioned, selection of all object within the
selection box frustum is mandatory. Secondly, we must be able to
differentiate the result by the depth information in order to allow highlight
operations inside of solid objects (some of the constituents of our 
application).

Greetings
Johannes


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