Open Cullen-Enerdyne opened 2 years ago
What we should do is write a shader that does not write entity ID's to the entity ID FBO. This way we can have a quad rendered that does not destroy Entity ID data. Then we can simply copy all of the pixels in the FBO that the quad covers and retrieve all of the unique entity ID's from that area. @Cullen-Enerdyne
I like this. Is it something that you can implement @AlexEnerdyne ?
Yes I can do this.
We need to add some way of selecting multiple entities.
To this end, it might be worth designing some kind of selection entity. The selection entity should also have a way of filtering entity types - we might want to select all cables and components, but not all the primitives they contain.
We can then form entity groups that can be manipulated (deleted/moved/copied).