hi,
I am using openGL based selection and naming the objects something like this…
LoadName(BOX);
pushName(B1);
pushName(B11);
DrawBox(1,1);
popName();
PopName();
pushName(B2);
pushName(B21);
DrawBox(2,1);
popName();
PopName();
… some thing like this… Lets say i have only two cube boxes rendered which are overlapped(not intersected) when seen from the default camera view…
|--------|
| |---| |
| | | |
| |---| |
|--------|
The above image is the ascii art of how two solid box cubes are placed with different depth values…
Outer one is B11,
Inner one is B22,(near to camera)
if i place my mouse on B22 and hit,
now selection stack contains
{B22,
B12}
which means far one(B12) is at the bottom of the stack which is wrong.
however strangely if i rotate the view 180 degree back(lets say along Y axis),where B12 is near and B22 is far then selection stack contains
{B22,
B12} which is correctly showing.
This Strange selection stack behaviour is only comming selection hits more than one object, that too working fine when rotated back.
I have no clue why this is behaving like this, …??? :mad: