Hello Carsten,
thanks for the link. I am not interested in colission detection, it was just 
stated in the tutorial as an example.
I am interested in finding the user selection in somewhat larger range scan 
datasets of 100000 and more vertices. As I have to process the selection 
afterwards (selection of the local neighborhood subject to some constraints), 
it has to be quick.
I have another question concerning selection of the local neighborhood. I think 
the best way to do that is based on a half edge data structure. 
I have read somewhere, I think it was related to OpenSGPlus, that it is planed 
to integrate OpenMesh (www.openmesh.org) as a geometry kernel into OpenSG. 
Therefore I thought to use it in my project as well. But I have now seen that 
there is already a half edge data structure implementation in OpenSG. Have you 
made some experience with it and recommend it or would it be better to use 
OpenMesh instead. 
I think I need to state further that the data structure is only relevant for 
polygon selection. 
I am not interested in other algorithms which come with OpenMesh like 
mesh-smoothing, etc.

Cheers
 Christoph


-------- Original-Nachricht --------
> Datum: Fri, 14 Mar 2008 15:04:39 -0500
> Von: Carsten Neumann <[EMAIL PROTECTED]>
> An: [email protected]
> Betreff: Re: [Opensg-users] color picking in opensg

>       Hello Christoph,
> 
> Christoph John wrote:
> > Hey Daniel,
> > thanks I just found the tutorial. But I remembered that the OpenSG
> tutorial stated somewhere that ray intersection performs quite weak in 
> presence
> of larger geometry. It says it should not be used for collision detection
> and things like that as it checks for ray intersection on each object
> (polygon? have not checked the source yet). 
> > Therefore I was interested if there is a faster way to get to the
> polygon like color picking. 
> > There is an tutorial which uses this technique for fast object picking
> but not for single polygons. I assume I have to implement it myself :(
> 
> right, the color picking tutorial (Tutorials/30ID_Buffer.cpp) works on 
> the object level not the polygon level. The IntersectAction uses the 
> bounding boxes of the objects in the scene to determine which object(s) 
> are hit, then goes through all polygons to distinguish close objects and 
> get the hit point and normal etc.
> This last part is what makes the operation somewhat slow, as the OpenSG 
> data structures are optimized for fast rendering not fast intersection 
> tests.
> However, I would not expect color picking on the level of individual 
> polygons to be very fast either, as that requires a state change for 
> each polygon which slows the rendering pipeline down.
> If you are interested in collision detected, take a look at the CollDet 
> library (<http://cg.in.tu-clausthal.de/research/colldet/>).
> 
>       Hope it helps,
>               Carsten
> 
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