I know there was a brief thread on this already but I didn't find that the coments answered the question I have.
Is there something in managed directx equivalent to the openGL selection buffer
If so how do I find out about it
If not then is there a standard aproach to selection in directx I can handle the maths, but I just wanted to save some time if possible and try to do it the best way.

Selection Buffer in managed directx?
xiangli
I'd never heard of that but after reading this http://www.opengl.org/resources/tutorials/sig99/advanced99/notes/node35.html I can tell you there is nothing built into DirectX that does the same thing DirectX doesn't have anything like that built in.
The standard way is to do the math. Project the screen ray back to world or object space then check for intersection with the mesh or a bounding volume. Use space partitioning etc for faster early rejection.