Re: picking
Posted by ul on Dec 27, 2013; 11:18am
URL: https://forum.jogamp.org/picking-tp4031052p4031065.html
Well, I called it "my" approach because I'm using it, not because I invented it. :)
And my main concern isn't the relative merits of my approach but whether it's portable to OpenGL. Picking as fast as drawing a frame, that's fast enougth for me.
Still I'm quite surprised by the generality, simplicity and efficiency of my approach. Why not enter 1.4 million spheres in Ardor3D allowing for pan, scroll and zoom of all spheres in unison. Can you draw the whole scene in 0.1 seconds and pick a sphere in 0.025? My expectation based on experience with the so called "software" approach is that you won't even be able to hold a scene of that size, and if you do that everything will come to a grinding halt when you try to perform operations on it.
You claim my approach is "less flexible" but compared with what? And why wouldn't it work on hierarchical meshes? On the contrary I'd say. The more decomposed the mesh, the better my approach.