Original Post
Hi, Here's the link for discussion in OGL forum: http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic;f=3;t=014540 And here's the topic: I need a fast (for realtime) selection mechanism (picking). "Unique colors" method sounds most appropriate. Here's a description of this method: http://gpwiki.org/index.php/OpenGL_Selection_Using_Unique_Color_IDs But then it came up, that if antialiasing is forced, color map (for picking) would be changed, and whole method is unsure. I have two questions: 1. Is it possible to (somehow) prevent AA in buffer I'm rendering to, even if driver is forcing it? I mean, does the driver force the AA to *every* buffer, or to just the one (or two), that will be visible on screen. Can I specify them? Is it possible to render the scene *somewhere* in memory, that driver wouldn't modify it? 2. If not, and this method is always unsure, can anyone recommend me any other method, that would be fast enought for gaming, even if there will be (in maximum program load) only few frames per second (and may be more than one mouse events for each)?