> I can see two ways to get this into the core:
>
> a) As a tutorial example. Copy 11picking.cpp and change it to use  
> the ID buffer
> method. That one will just fly into the CVS. ;)
> b) As an option for the SSM. That's a little more work, but that's the only
> place I can think of that would make sense. Because the method uses extra
> Viewports internally, I'd rather not have it do that behind the back of the
> app, so it should be inside a wrapper that does these things anyway  
> (i.e. SSM).

Ok, for the moment, I will make a short tutorial like all others.

  But I don't think SSM is the right place. Into SSM or in any other  
place, the constraints (One rendering frame in an extra viewport, with  
an extra passivewindow, an extra-buffer etc... WITHOUT MOVING  
ANYTHING) must be explicit => ie: if somebody try do make lot of  
getObject() during animation or so, this approach loose it's efficiency.
  So Maybe the IDBuffer Class should be separated from the rest  
(derivating nothing), so as to efficiently inform the user about  
semantic and utilisation of such a component. (So the tutorial is a  
good Idea)

>> doesn't window->render() do a swap? How does your render_it() function look?

> Depends on the Window. A PassiveWindow will not, all others will.

Really thanks => that was the problem !!! (The OSG Wiewport  
implementation drive me in error.. I was beleiving that only Classes  
implementing the swap() method could do it ....)

Thanks Dirk your help !

Raphaƫl DUCOM

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