I've heard that the bounding boxes are involved with the picking as
well. However, I don't know how to associate that with my problem. The
funny thing is that some area picks fairly well (the bottom stand),
some part is just ridiculously hard (Everything above upper part
rotated rotated in certain angle).
In fact, I also realized, if I rotate the model in a certain angle,
the picking works like magic, everything becomes pickable, but when I
rotate to another angle, the picking stops working. If I rotate the
model to the top of the bird's head is facing the camera, the picking
works well. If I view the bird from the side, only the stand works
well or sometimes other places can work too.
It is highly possible that the incorrect bounding box is the issue,
but I don't understand how the bounding box and picking works as a
My Chrome works fairly well. I'm using 7.0.503.0 version.
On Sep 8, 11:53 pm, Nicolas Kassis <nic.kas...@gmail.com
> Not sure if it's related to your problem but I noticed that when the
> figure is rotated towards the button, it won't let you annotate it
> even if in it's original position there was no issues with clicking
> that point. It's as if there was a box where picking works and when
> the shape is out of it fails.
> I couldn't get it to work at all in Chrome(picking just fails in my
> version of chrome, might need to update my browser ;) ) but it seems
> to work well in firefox.
> On Tue, Sep 7, 2010 at 11:41 PM, Dave <doomtemp...@yahoo.com.tw
> > Hi all,
> > Another picking problem, is working, but not working very well, reason
> > unknown.
> > This is my annotation prototype I've made, please try out and see.
> > Currently only attaching to point is working.
> > Left mouse button to rotate, middle mouse button to zoom, and right
> > mouse button to pan
> > If you try to attach a tag (picking a point), only some parts works
> > perfectly well, some parts the picking will not recognize (E.g. the
> > more complex middle part)
> > Can anyone tell me why?
> > And by the way, comparing picking in a index-buffered mesh with a
> > index-bufferless mesh, which runs quicker in O3D. The example cannot
> > really display significant difference.
> > Regards,
> > Dave
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> Nicolas Kassis