I find that Babylon do not have built-in GPU picking solution.
And in several topics, people mentioned it but without giving any PG.
So, i am pleasure to share these PGs for those who need a guide:
This is amazing. Would this approach generally work in a complex scene? Is it possible that the index mapped color is the same as for example tree or grass in the scene?
Hi @slin
You can control the renderTarget.renderList to add or remove meshes which you wanted, like this (let some of the spheres use GPU picking, the others use Ray picking):
And consider of the color conflict problem, you could do these simple works:
Keep the color number value unique in global (a global increasing count value should be an easy way)
Replace the environment colors (for example: the background color) like the picking meshes do (give it an unique color also) before renderTarget rendering