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.
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.
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!