![]() ![]() To get just one ray result you've already had to calculate thousands or millions whether you use them or not. You bear the overhead of rendering and readback once, then get all your many picks at low incremental cost each. ![]() Pixel picking is effective if you need to do lots of raycasts from one source. Whereas in raycast, the raycast will not shoot through the plane unless it doesnt collide with the plane at all. Using color picking, what the player see is what the camera picks. Most wire fence models are just textures with a transparent channel, giving the illusion of a wire fence while saving on geometry by having 1 single plane. Is there any reason why this method is not used? Could it be over complication? Or perhaps it is what is happening behind the scenes in raycasting?Īs an example where pixel picking might be better would be when raycasting through a wire fence. This would reduce issues of "bullet hitting invisible walls" as its not dependent on physics collision, which can be affected by convex hulls for complex meshes. By placing a camera at the raycast source, render once for "raycast" picking, and resetting the camera to the original position for normal render. With this, I would assume this is a much more accurate way of "raycast" than to use physics raycast. Additonally this also limits the it to 256^3 unique objects for picking. ![]() The immediate issue I can think of when using this method is that during the picking process, the scene have to be rendered 2 times, once for picking and another time for display. By reading the color of the pixel clicked by the cursor, the relevant object can be picked. I was recently introduced to a way of picking in OpenGL known as pixel picking (or color picking).įrom my understanding, how this is done is that the scene is rendered to the back buffer with a different rgb color representing each object. ![]()
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