Hi Rene,
I actually found the answer in the OpenGL advanced notes after some
searching. Note the starred section.
"The OpenGL selection method determines that an object has been hit if it
intersects the view volume. Bitmap and pixel image primitives will generate
a hit record only if a raster positioning command is sent to the pipeline
and the transformed position lies within the viewing volume. To generate hit
records for any point within a pixel image or bitmap, a bounding rectangle
should be sent rather than the image, and selection testing performed on the
interior of the rectangle. ****Similarly, wide lines and points will be
selected only if the equivalent infinitely thin line or small point would be
selected. To facilitate selection testing of wide lines and points, proxy
geometry representing the true footprint of the primitive should be used
instead****"
Pete
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