On 28 July 2013 10:01, Jason Wilkins <[email protected]> wrote:
> Psy-Fi did an implementation of Occlusion query picking. I'd like to know > why that wasn't followed up on. > > Nothing really, the code is rotting peacefully here https://github.com/Psy-Fi/psy-fi_blender/tree/occlusion-selection and it's been a while since I rebased the branch to trunk. As far as I remember the consensus was that ray picking would be advantageous because it would allow tools to be decoupled from drawing code. Also I'm not sure if OpenGL ES supports occlusion queries, if not it might be problematic later on. There is really one issues with ray picking in my mind, which is that for big scenes it would require tremendous processing for pixel exactness, unless a hierarchical scheme is used. If some bvh scheme is used then possibly these could take quite less with the disadvantage of increased memory footprint. However such queries could even be threaded, making this more effective. In any case, the occlusion code does work but requires two passes for a first hit collision to do depth peeling. Since display is usually fast this is OK for most cases. I haven't tested it at all with the offscreen buffer selection that blender uses now but I hope it should work. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
