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OpenGL Selection using the back buffer and color codes

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I recently reimplemented my selection code as the std. OpenGL selection was really slow on some systems. I decided to use the backbuffer and a "color coded" approach as described e.g in the Red Book. (Basically a separate rendering pass without lighting, blending, fog and textures where each and every object can be identified by its unique color) This worked very well and I got rid of all performance issues but once again there were errors on some systems. I figured out that if the display driver is configured to use/enforce anti-aliasing, the colors are incorrect at the object's borders... Does anybody have any idea, how to solve this? Thanks in advance!! Marten [Edited by - MartenX on March 7, 2008 3:36:13 PM]

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