When i have a polygon that has a texture on it, and part of the polygon is transparent (due to 0 value in the texture alpha channel), when i click on the transparent part will it get picked or not (obviously i'd like it to not get picked).
Also, in this same case how would ray trace picking help?
not reaching the rasterizer means that the fragments that would have been rejected (had they reached the rasterizer) are still there (where ever "there" is for selection processing) and therefore my transparent fragments are still there and get picked, right?
However, how do i render just the non transparent areas without using the texture? and if i do use the texture how do i get them all the non rejected fragments to be in one color?
The last part i didn't get at all. What is a renderable texture? That's something i am not familiar with.Why not draw to the regular buffer, not flip it when i'm done, check the color and then clear it and draw the regular stuff?
One last question. is it possible to create an "alpha texture"?
uniform vec3 colorCode;uniform sampler2D textureWithAlpha;gl_FragColor = vec4(colorCode, texture2D(textureWithAlpha, gl_TexCoord).a);
we are still talking about some sort of color coding method and not actual picking in selection mode right?