I am using OpenGL to render a model of an object that is rotationally-symmetric in a given plane, and I want the user to be able to scroll over the model (possibly after rotations, zooms, etc.) and determine what world coordinate on the model the mouse is currently pointing to.
The reason I mentioned the symmetry is that I'm building the model using VBOs of individual components for ease of use. An analogy to what I'm doing would be a bicycle wheel - I'd have one VBO for a spoke, one for the hub, and one for the wheel/tire and I'd resuse the spoke VBO a number of times (after suitable translations and rotations). My first question is, is this arrangement conducive to the kind of picking that I'm trying to do? I want each individual spoke in the resulting model to be "pickable", for example. Do I need a seperate VBO for each quad/triangle in the mesh to do the kind of selection that I'm trying to do? I really hope that's not the case...
Also, what would be the best picking algorithm to use? I've heard nothing but negative things about OpenGL's built-in selection mode. Thanks in advance!