
Originally Posted by
menzel
Quick answer:
Use the rendering in a unique color technique.
Longer answer:
I wouldn't use the old selection methods of OpenGL anymore. It isn' available on all plattforms (MacOS with a 3.2 context, OpenGL ES if you want to port to that), it isn't so widely used so I don't think the performance of this has a high priority for driver devs (might be wrong).
Rendering everything in a unique color, read one pixel from the backbuffer, clear the buffer, render your scene normally (so you will never see the colored picking buffer on screen) works very well. You can also do this in a FBO in a lower resolution if you like etc. Quite flexible but also simple solution.
Ray casting involves implementing ray casting ;-) A lot of work and probably slower (there might be special cases where this is a good idea).