GPU based vertex selection~

to prevent selecting hidden verts, I test them against a depth texture in the compute shader - works super well!

@acegikmo yup, that’s a good way
@acegikmo I also love Freya who discovered the wonderful (and sometimes scary) world of compute shaders ;)
@aras I'm so late to the party, I was on a math detour for too long 😿
@acegikmo well, you’re late to discovering compute by, I dunno, 12 years? Whereas late to the math party by centuries ;)
@aras @acegikmo I'm sorry to have to say that CUDA can vote next year
@aras Been getting into them as well. Aside from some of the specifics it's all pretty intuitive. Data in, texture out.
@Robin_Van_Ee once/if you get into lands of wave/subgroup operations and atomics shenanigans, things can get pretty strange. Before that, yeah intuitive.

@acegikmo does it has side effects when other objects on the screen?

Let's say I put a quart with a blueprint on the front to trace the shape.
Or do you filter the depth information?

Also I'm still new to compute shader so the question might be very stupid.

@Fr4nz right now it only uses the depth information of the object you're editing! so you'd be able to place a blueprint in front of it and select still