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Over recent years, OpenGL has tremendously evolved, and a significant change occurred in the year 2003. With its new programmable pipeline (OpenGL 2.0), it allows you to have direct access to the GPU and these programs are known as Shaders.
For any CAD developer who is developing interactive CAD application one of the important topic of interest is Selection or Picking. However this topic is not discussed in detailed in most of the OpenGL resources. I hope this article helps you understand basic techniques available for selection.
The most general form of the lighting equation uses both the vertex position and a vector that is normal to the object’s surface at that position; this is called the normal vector. Ideally, these normal vectors are captured or computed with the original model data, but in practice there are many models that do not include normal vectors.