internal override uint Search(RenderEventArgs arg, int x, int y, uint lastVertexId, ZeroIndexRenderer modernRenderer) { ZeroIndexBufferPtr zeroIndexBufferPtr = modernRenderer.IndexBufferPtr; ZeroIndexBufferPtr indexBufferPtr = null; // when the temp index buffer could be long, it's no longer needed. // what a great OpenGL API design! using (var buffer = new ZeroIndexBuffer(DrawMode.Points, zeroIndexBufferPtr.FirstVertex, zeroIndexBufferPtr.VertexCount)) { indexBufferPtr = buffer.GetBufferPtr() as ZeroIndexBufferPtr; } modernRenderer.Render4InnerPicking(arg, indexBufferPtr); uint id = ColorCodedPicking.ReadPixel(x, y, arg.CanvasRect.Height); indexBufferPtr.Dispose(); if (zeroIndexBufferPtr.FirstVertex <= id && id < zeroIndexBufferPtr.FirstVertex + zeroIndexBufferPtr.VertexCount) { return(id); } else { throw new Exception("This should not happen!"); } }
internal override uint[] Search(RenderEventArgs arg, int x, int y, uint lastVertexId, ZeroIndexRenderer modernRenderer) { ZeroIndexBufferPtr zeroIndexBufferPtr = modernRenderer.IndexBufferPtr; ZeroIndexBufferPtr indexBufferPtr = null; // when the temp index buffer could be long, it's no longer needed. // what a great OpenGL API design! using (var buffer = new ZeroIndexBuffer(DrawMode.LineLoop, zeroIndexBufferPtr.FirstVertex, zeroIndexBufferPtr.VertexCount)) { indexBufferPtr = buffer.GetBufferPtr() as ZeroIndexBufferPtr; } modernRenderer.Render4InnerPicking(arg, indexBufferPtr); uint id = ColorCodedPicking.ReadPixel(x, y, arg.CanvasRect.Height); indexBufferPtr.Dispose(); if (id == zeroIndexBufferPtr.FirstVertex) { return(new uint[] { (uint)(zeroIndexBufferPtr.FirstVertex + zeroIndexBufferPtr.VertexCount - 1), id, }); } else { return(new uint[] { id - 1, id, }); } }