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Terrain Picking Optimization

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Hi, I have a vertex texture based terrain, meaning I'm using a heightmap texture in the shader. For terrain picking I'm using traditional approach, with quadtree aabb ray intersection, then in the leafnode triangle ray intersection. I was wondering if there is a better method for terrain picking that works with vertex texture based terrain without intersection tests? Thanks

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The way I've always done is to read back the value under the cursor from the depth-buffer and convert it to a world-position. If i need to perform any ray casting for object selection etc, then it's really simple to do using this approach.

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Thanks

Well, the depth buffer method is explaned in this paper -> Click

And it is mentioned that there are some drawbacks. Do you have this issue with overlapping geometry?
Also, I'm using DirectX and want to do this API independent.
I thought there might be a simple method, that uses terrain heightmap directly to get the picking position.

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