(Edit) I made working geometry picking with framebuffer. My goal is draw huge scene in one draw call, but I need to draw to multisample color texture attachment (GL_COLOR_ATTACHMENT0)
and draw to (eddited) non-multisample picking texture attachment (GL_COLOR_ATTACHMENT1)
. The problem is if I use multisample texture to pick, picking is corrupted because of multi-sampling.
I write geometry ID to fragment shader like this:
//...
// Given geometry id
uniform int in_object_id;
// Drawed to screen (GL_COLOR_ATTACHMENT0)
out vec4 out_frag_color0;
// Drawed to pick texture (GL_COLOR_ATTACHMENT1)
out vec4 out_frag_color1;
// ...
void main() {
out_frag_color0 = ...; // Calculating lighting and other stuff
//...
const int max_byte1 = 256;
const int max_byte2 = 65536;
const float fmax_byte = 255.0;
int a1 = in_object_id % max_byte1;
int a2 = (in_object_id / max_byte1) % max_byte1;
int a3 = (in_object_id / max_byte2) % max_byte1;
//out_frag_color0 = vec4(a3 / fmax_byte, a2 / fmax_byte, a1 / fmax_byte, 1);
out_frag_color1 = vec4(a3 / fmax_byte, a2 / fmax_byte, a1 / fmax_byte, 1);
}
(Point of that code is use RGB space for store geometry ID which is then read back a using for changing color of cube)
This happens when I move cursor by one pixel to left:
Because of alpha value of cube pixel:
Without multisample is works well. But multisampling multiplies my output color and geometry id is then corrupted, so it selects random cube with multiplied value.
(Edit) I can't attach one multisample texture target to color0 and non-multisample texture target to color1, it's not supported. How can I do this in one draw call?
Multisampling is not my friend I am not sure If I understand it well (whole framebuffering). Anyway, this way to pick geometries looks horrible for me (I meant calculating ID to color). Am I doing it well? How can I solve multisample problem? Is there better way?
PS: Sorry for low english. :)
Thanks.