Not entirely true about FBOs. We already support offscreen buffers using the GL_EXT_framebuffer_object extension. This has a way broader support.
I see selection was also mentioned. I did some recoding there to support occlusion queries (I will post a diff against current trunk if you are interested). The method worked but I couldn't extract depth information. Since we are usually interested in only the first visible object, I thought of implementing a 2-pass technique to first get a list of selected objects and second, get the one on whose depth equals the one in the one in the framebuffer. I think if we don't modify the contents of the frambuffer, doing an occlusion query with depth test equal is sufficient for the first click and for subsequent clicking you can use an "always pass" depth test and queue through the objects that passed the test. The latter can also work for alt-selecting. But I think I can find the time I may do an implementation of this sooner than Gsoc starts...except if there's a better implementation idea. Some people mentioned raycasting+hierarchy based selection. Jason, while thinking of this I also thought it would be nice to easily override or modify an objects shader to provide for needed state (I was thinking of modifying the fragment shader for selection for instance, to write depth values in the framebuffer, but could be nice for various effects). _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
