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Separating ”Pick_Info“ Generation from the Main Rendering Pipeline #748

@panxinmiao

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@panxinmiao

Based on our discussion in #740, I am trying to separate the generation of ”pick_info“ from the main rendering pipeline.

In my conception, the generation of ”pick_info“ should be very simple and inexpensive, and it should only be related to the geometric information of the objects. We can handle it with very simple shaders. However, during the implementation process, I found that this is not the case. For certain objects, the ”pick_info“ is strongly related to the shader logic (fragment shader) of the object.

The biggest issue is that I noticed many objects' ”pick_info“ contains fields similar to face_coord (f32).
Are they used together with face_index to calculate vertex_index? If so, there should be a simpler implementation.

Apart from object_id and vertex_id, what other information do we expect to be included in the "pick_info"?

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