Final patch. Made an interface for both methods (glRenderMode(GL_SELECT) and glBeginQueryARB(GL_SAMPLES_PASSED) )
http://www.pasteall.org/27077/diff build on graphicall: graphicall.org/747/ considerations: We can't have depth information with this method, meaning that the first visible object does not always gets selected. In the manipulator's case this may be annoying since the widgets tend to overlap frequently. Selecting objects this way can also be annoying too (though we can usually bypass by alt-selecting). For manipulator the GL_SELECT method could be enforced so that at least we get the correct behaviour there. All testers have reported speedups in object mode. And of course using it is fully controllable through user preferences. If this is cosidered for inclusion the tradeoffs should be clear but seeing how some people can't even use selection in heavy scenes I expect it to be of big help, even at this state. Next target: test glReadPixels for getting depth info. If all else fails maybe depth information can be extracted by plain old camera-to-object or to-bounding-box distance. Not as exact but a minor improvement nevertheless. People in the blenderartists thread also suggest using raycasting for selection. This will make the driver-related headaches go away. My personal concern is more over the memory footprint of such an approach. _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers