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OpenGL – Build high performance graphics
book

OpenGL – Build high performance graphics

by Muhammad Mobeen Movania, David Wolff, Raymond C. H. Lo, William C. Y. Lo
May 2017
Intermediate to advanced
982 pages
22h 42m
English
Packt Publishing
Content preview from OpenGL – Build high performance graphics

Implementing object picking using the depth buffer

Often when working on projects, we need the ability to pick graphical objects on screen. While in OpenGL versions before OpenGL 3.0, the selection buffer was used for this purpose, this buffer is removed in the modern OpenGL 3.3 core profile. However, this leaves us with some alternate methods. We will implement a simple picking technique using the depth buffer in this recipe.

Getting ready

The code for this recipe is in the Chapter2/Picking_DepthBuffer folder. Relevant source files are in the Chapter2/src folder.

How to do it…

Picking using depth buffer can be implemented as follows:

  1. Enable depth testing:
    glEnable(GL_DEPTH_TEST);
  2. In the mouse down event handler, read the depth value from the depth buffer ...
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Publisher Resources

ISBN: 9781788296724Purchase Link