Implementing Mouse Picking in RAYX-UI: Preference for Color Picking Method #251
Labels
A-ui
Area: User interface for rendering and more
C-enhancement
Category: Adding a new feature
S-blocked
Status: Blocked by other issues or other PRs
We are considering enhancing RAYX-ui's interaction capabilities by introducing a mouse picking feature to allow users to select and interact with objects in the 3D scene. After evaluating two prominent methods for mouse picking - geometric ray casting and color picking using a second frame buffer - I am leaning towards implementing the color picking method. This decision is based on several factors that seem to align well with our application's requirements and the Vulkan-based architecture of RAYX-ui.
Why Color Picking?
Color picking involves rendering the scene to an off-screen frame buffer where each object is drawn with a unique color that encodes its ID. This method offers several advantages:
Considerations for Implementation in RAYX-UI:
While color picking seems to offer a more straightforward path for Vulkan code changes and aligns with our performance goals, it's important to recognize its limitations, such as the dependency on the off-screen buffer's resolution and the additional resources required. However, given the nature of RAYX-ui and its rendering pipeline, these trade-offs appear manageable and justified by the benefits in performance and implementation simplicity.
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