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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T16:23:39+00:00 2026-05-11T16:23:39+00:00

I have a simple solid modeling application in which I want to implement several

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I have a simple solid modeling application in which I want to implement several “navigation modes”, ways for the user to navigate the camera through 3d space. One of them is the ubiquitous ‘drag and pan/rotate’ that is used in SketchUp, Blender etc.; I also want to implement something that is more relevant to my specific application. Specifically, I want to implement a mode where the camera floats on a ‘ring’ above the object being modeled (a building), and always looks at the center of the model; this way, a user can easily ‘circle’ around the object, a common operation in my application.

So, what I want to do is render the building in my view, and display a torus in the top right of the view, with a small sphere on the torus to represent the camera location. There would be a north arrow in the torus, and the user would drag the camera around the model object by dragging the sphere; moving the sphere would reposition the camera and redraw the scene.

It looks like what I should do is the following: render the ‘main view’, i.e. the building; then render the torus and sphere (with different perspective settings and lighting) to an offscreen buffer, and blit it from there to my main view.

Then however I get to the hit testing. I want to detect if the user clicks on the sphere, or the torus; from what I understand from OpenGL picking (it seems to be a hard subject :/ ), all picking methods apply only for selecting in one ‘scene’. Apart from that, I still want to detect ‘normal’ picking operations in the building model, obviously.

So, my questions:

  • How do I render to an offscreen buffer and blit into another OpenGL context (with alpha blending & transparence like for the center of the torus)?
  • How do I do hit testing in the described scenario?
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  1. Editorial Team
    Editorial Team
    2026-05-11T16:23:39+00:00Added an answer on May 11, 2026 at 4:23 pm

    I don’t think you need to do off-screen rendering for this. You should be able to just re-set the camera and viewport and render the overlay after the main scene. You might have issues with Z-ordering and/or buffering, but perhaps the “sub-scene” is simple enough for that not to matter, or you could of course just clear the Z buffer before rendering it.

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