Thanks for your explanation Yuri; I can see why you'd prefer the picking not to clutter
up the rendering thread.
My particular interest is volume (simply outer hull) and cross-section visualization of lots of
cells, where, after having created the shapes for rendering, the only connection back to the
underlying data structures is really only the index of each primitive in the shape's
Based on a pick result intersection point, and/or closest vertex alone it is very
clumsy and time-consuming to determine the exact primitive by doing all sorts of 'isInside'
Will the programmatic picking you guys are developing support giving back the primitive
index in the pick result? Would solve all my picking issues, and actually there'd
be no need to bother the renderer with custom pick names.
Remains possible gl picking support for DIY jogl drawing in future shape predraw hooks.
It may still be a good idea to alter PickRenderResult as mentioned above, so
to contain a single Node + the pick names, minus the one used for node id.
I like the idea of toying will jogl knowing that the bulk of the transforms is dealt with by
the scene graph.