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If you google "opengl picking by color" you will find many old tutorials. This used to be a very common trick, but these days raycasting has replaced it.The basic idea is pretty much like you described, but using the full color range instead of just the least significant bits. This was hidden from the user by simply not…
Do you mean something like oldschool object picking by color? That should be possible using existing features. Godot can render to a hidden viewport and that viewports texture can be read. That's a way to get data from the gpu.
Hi! I'm an ex-professional programmer, currently just a hobbyist and a stay-at-home dad. I'm also an amateur photographer (astrophotography among other things) and a musician. My girlfriend is a mad scientist and our son is named after a constellation.
Godot 4.0 is supposed to have features for gpu computing. Maybe that will help.