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Hi @ouzhou, I completely agree. I found out about this recently, while trying to implement force-directed layout algorithms using WebGL. Unfortunately, it was after having implemented the picking in sigma. I hope to rework the picking that way for the v4 hopefully in 2025, in the same time we tackle the z-indexing issues, probably using OIT. |
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Logically speaking, to implement picking functionality, it typically requires rendering twice. However, by utilizing WebGL2's MRT functionality, two results can be output in a single render, with one directed to the framebuffer for pixel color computation. This approach could potentially improve performance.
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