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I'm left guess exactly what you mean, do you mean "use a screen space rectangle to select objects in the scene?"

For that type of work I'd create a PolytopeIntersector class and do the test of the CPU along the lines of the LineSegmentIntersector class. The OSG's has a equivalent class which can be used for this type of operation and works well so implementing something equivalent for the VSG should be possible.

The way you convert a screen space rectangle into a Polytope is to create a Plane for each side of the rectangle with the plan extending into eye space, then transformed into world space/object space. The vsg::LineSegmentIntersector does the equivalent for a point - extending into…

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