Travis Cobbs Wrote:I don't know how you're doing selection, but if you're using OpenGL's select buffers, then the above is only true if you disable depth testing during the select operation. Otherwise, if the frontmost part is drawn first, parts behind it won't make it into the select buffer. If you have your own custom hit testing, this obviously wouldn't be the case.
I don't use OpenGL's select buffers, last time I tried that it was ridiculously slow. I take the unprojected far/near line at the mouse cursor and check all mesh data using line/triangle intersection tests (after discarding big chunks using bounding boxes). This method is (surprisingly) much much much faster then (classic) selection buffer tests.