On 8/2/07, Dave LeCompte (really) <[EMAIL PROTECTED]> wrote:
>
> "Michael George" <[EMAIL PROTECTED]> wrote:
> > Just out of curiousity, have you compared your approach the gluPick and
> > the selection buffer infrastructure in openGL?
>
> I haven't done performance tests, but several of my concerns about
> glReadPixel from the color buffer remain valid with the selection buffer
> approach:
>
> - I'm really nervous about having OpenGL code in my controller logic, that
> seems like a really good clue my controller is relying on graphics code
> too heavily.
>
> - the selection buffer is kept in main memory, right? That means I'd be
> using OpenGL as a software renderer. The selection buffer wouldn't be the
> entire screen, but still, it seems like if you've got a well organized
> spacial partition, you can skip a lot of the work that OpenGL would be
> doing to generate the selection buffer data.


I know nothing about selection buffers...

- doing a ray/sphere intersection is pretty fast. Rendering a sphere to a
> selection buffer seems like it would have to be slower (at absolute best,
> your selection buffer would be a single pixel, in which case, it could be
> as fast as the intersection test, but no faster).
>
> - doing all those state changes to set up the render properties for your
> selection render pass and then switching back doesn't seem like it'd be
> any fun to write. You could probably cut and paste the code from somewhere
> else, and probably not have to do much maintenance on it, but still, it
> seems like a lot of code (and potentially some slow operations on the
> hardware).
>
>
> -Dave LeCompte
>

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