what I ment is that voxel/cubes won't be covered with textures, vertex color is used to represent diferrent block types. With color picking I'd use vertex color to identify the cube and lose info about how this block should look like. Maybe if I could have 2 atributes passed to shader, one with 'block color' and another with 'id color' and then render to two different textures? one for picking and other for showing on screen.
edit: i did it geometry picking that is. used some unprojecting functions from glscene
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