Pick up a copy of this book, it's seriously worth it's weight in gold. It'll help you out with this and many other situations (: http://www.amazon.com/Real-Time-Collision-Detection-Interactive-Technology/dp/1558607323/ref=pd_bbs_sr_1?ie=UTF8&s=books&qid=1205790448&sr=8-1 On 3/17/08, Luo Hei <luo_hei@xxxxxxxx> wrote: > Alan Wolfe escribió: > > If this helps, another way to do it is think of it like this. > > > > When you click on a point with the mouse, it covers up 1 pixel. What > > is under the mouse could be near, or it could be far. > > > > So, what you do is cast a ray that follows that path from where you > > clicked the mouse into the scene, and find the closest intersection of > > the ray to an object that you care about. > > > Yes, but what Im looking for is for some tutorial illustrating the > involved maths. So far I have found (I think, havent tested yet) how to > cast the ray from near to the far clip plane. How to determine if the > ray intersects some of the quads still escapes from my comprehension. > > > > -- > What one fool can do, another can. > Silvanus P. Thompson > > > > > > ______________________________________________ > LLama Gratis a cualquier PC del Mundo. > Llamadas a fijos y móviles desde 1 céntimo por minuto. > http://es.voice.yahoo.com > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html