How do I implement object picking, using OBB in OpenGL?
Ray vs OBB intersection works by shooting a ray towards the OBB's planes. This results in 2 intersections referred to as t1 and t2 (per axis), also referred to as tNear and tFar or tMin and tMax.



Checking whether the ray intersects with the box, can then be done by comparing the largest tNear against the smallest tFar. If the largest tNear is less than the smallest tFar then there is a intersection.