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3D selection box

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What is the best way to implement a 3d selection box? When the user drags a selection rectangle over the screen, I was thinking of using that to define a picking frustum. Then do frustum/bounding-volume intersection test. Or should I project the bounding-volume to screen space and do it in 2D? Hopefully working with bounding-volume will be good enough because I think working with triangles will be too slow.

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It depends, of course, on the expected distribution of the pickable objects in world-space, but for most situations (RTS, for example) the frustum volume is the preferred method.

Since each object will have its own world transformation, the project-to-screen-space approach is less efficient, in general. There are many situations when it's the superior choice but if you can't see otherwise, this probably doesn't apply to you.

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