I have a mesh that is stored as an array of Vertices with an Index array used to draw it. Four of the vertices are also redrawn with a shader to highlight the points, and the indices for these are stored in another array.
The user can rotate the model using touches, which affects the modelViewMatrix:
modelViewMatrix = GLKMatrix4Multiply(modelViewMatrix, _rotMatrix);
My problem is that I need to detect which of my four highlighted points is closest to the screen when the user makes a rotation.
I think the best method would be to calculate the distance from the near clip of the view frustum to the the point, but how to I calculate those points in the first place?