Using forceSharedVertices() to enable ray picking breaks my morph targets

With GPU picking, you render your objects using a different color for each object, or if you want finer results, for each face. If you assign a different color to each face (for example, the face index), retrieving the color pixel under the mouse pointer will give you the face index. With this method, you can even retrieve the 3D coordinates of the point if you get the depth from the depth buffer.