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How inaccurate is eye picking against bounding boxes?

Open JonShemitz opened this issue 9 years ago • 5 comments

Should we, perhaps, pick against the actual mesh after getting a hit on the bounding box?

JonShemitz avatar Jun 11 '15 00:06 JonShemitz

Actually, the SceneObject->setPickingEnabled() api that you added calls down to attachEyePointeeHolder() which adds the entire object mesh as the mesh to pick against. So, it is already picking against the actual mesh.

thomasflynn avatar Jun 11 '15 02:06 thomasflynn

Well, yes, but pull request https://github.com/Samsung/GearVRf/pull/126 changes the default picking to use a bounding box ... and one can always create an eye pickee manually.

JonShemitz avatar Jun 11 '15 17:06 JonShemitz

ah, was comparing against what was already merged. fair enough. yeah, there could be a flag to continue on to the actual mesh. meaning the user would opt-in to the more expensive check.

thomasflynn avatar Jun 11 '15 17:06 thomasflynn

As far as I can see, in short, the closer, the worse; the farther, the better...

chenchao1407 avatar Jun 13 '15 00:06 chenchao1407

This looks pretty old. I don't see action items. Planning to close.

liaxim avatar Jul 06 '16 00:07 liaxim