Hi,
I’m experiencing a problem using color ID picking and antialiasing: when AA is activated (via the driver pannel), the AA blending is also applicated during the picking rendering, interpolating new values which may differ from the IDs used as color. For exemple:
I render a box with ID 28 (RGBA: 28, 0, 0, 0) near a triangle with ID 32 (RGBA: 32, 0, 0, 0). With AA, I can get a wrong readpixel value (for exemple of 30) where the cube and triangle overlap, due to the AA algorithm.
So: do it exists a way do temporary disable AA through OpenGL during this special rendering phase?
Using a different buffer other than the backbuffer will bypass this issue (like using a render to texture)?
Any other suggestion? (Sorry for my poor english )