AlexvZyl / NativeFramework

💡 A GPU-accelerated native application framework, with performance and scalability at its core. Written in C++ using GLFW, OpenGL and dear imgui.
4 stars 1 forks source link

Multiple selection #154

Open Cullen-Enerdyne opened 2 years ago

Cullen-Enerdyne commented 2 years ago

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).

AlexvZyl commented 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

Cullen-Enerdyne commented 2 years ago

I like this. Is it something that you can implement @AlexEnerdyne ?

AlexvZyl commented 2 years ago

Yes I can do this.