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3D Picking Tutorial?

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I searched the articles, but I was unable to locate anything relating to picking in 3D with DX9. Has anyone run across such a tutorial recently? I'm familiar with simple 2D application picking and selection... but I've never worked with this item before in 3D. -dbh

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Could you be more specific on what you are trying to achieve?

The sample picking program from DX tutorials is rather complicated (picking triangles, who needs that kind of precission?), I would want to use something simplier.
/def

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Agreed, it would be helpful to know specifically what you have in mind.

If you just want to pick based on simple geometry (bounding volumes or planes), I suggest you look into tutorials for ray-tracing in DirectX. In brief, you'll need to know how to build a ray using the near and far planes of the view frustum, and then test for intersection between that ray and whatever is in your scene.

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brian hook recently wrote a nice paper on the subject
http://www.bookofhook.com/

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Wow, I apologize for the massive delay I took in getting back to my post! Things picked up around here, and I lost track of things...

Anyway, thanks for the tips... right now, I'm just looking for a simple picking technique that works in a 3D environment where a z-coord is involved; I thought about raycasting, just was a little iffy and the exacts here and there as my only foray into the topic was with a simple raycasting engine I built in my bitmapping class at DigiPen.

I'm looking into Brian Hook's article now, thanks for the link!

-dbh

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