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#ActualYours3!f

Posted 28 October 2012 - 12:02 PM

Hi,

so I'm trying to pick 2D quads. I read this paper (http://www.dyn-lab.c...-selection.html), and I fully understand the theory behind it, however I have a little problem.
All the 2D quads I render start from a quad that is defined like this:

-1, 1..........1, 1
.
.
.
-1,-1..........1,-1

this quad gets translated rotated and scaled, so that it appers on screen where and how I want it. Now the problem is that in the paper, it says that I should do the picking in object space. Now in object space all of the quads are the same right? Because I essentially render the same quad over and over again. So my question is, do I have to transform all the quads into normalized device coordinates, so that I can do picking?
Or is it unnecessary?

Best regards,
Yours3!f

#1Yours3!f

Posted 28 October 2012 - 12:01 PM

Hi,

so I'm trying to pick 2D quads. I read this paper (http://www.dyn-lab.com/articles/pick-selection.html), and I fully understand the theory behind it, however I have a little problem.
All the 2D quads I render start from a quad that is defined like this:

-1, 1 1, 1
-1,-1 1,-1

this quad gets translated rotated and scaled, so that it appers on screen where and how I want it. Now the problem is that in the paper, it says that I should do the picking in object space. Now in object space all of the quads are the same right? Because I essentially render the same quad over and over again. So my question is, do I have to transform all the quads into normalized device coordinates, so that I can do picking?
Or is it unnecessary?

Best regards,
Yours3!f

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