Quote:Original post by resle
(Just out of curiosity... what makes picking easier in Dx10?)
Quite a few things:
- You can read from a depth buffer.
- You can get the instance, primitive and vertex ID in the shaders.
- You have a geometry shader, that can deal with triangles after transformation.
- You have stream output, so you can output things from the geometry shader.
All of these can be used for various forms of picking.