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Picking in OpenGL can be done, by rendering the primitives you want to check for, assigning each one a unique color, based upon which you can look it up. Then you can check what color is rendered for example on the center of the screen, this way getting the object pointed at. This was done in older games, but is frowned upon, because it can be a huge ...


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I don't exactly understand how would ray-tracing change anything, here is how it usually goes: You can have a texture for any parameter you like, but the most common is a diffuse(color) map, so you just sample this based on the texture coordinates and use the texture in place of the single-color diffuse. You could also combine the texture with an arbitrary ...


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I finally managed it. I choose one of the most simple method, that could be found here https://sites.google.com/site/justinscsstuff/object-intersection but could also be found in some of the documents linked by wondra in the comments above. This method work for convex polygon (for other kind odd/even rule, winding number rule or other method must be used). ...



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