3D picking float value error fixed.
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@@ -29,22 +29,30 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
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return ToWorldPos(screenCoord.x, screenCoord.y, depth, screenWidth, screenHeight, cameraProjectionMat, cameraViewMat);
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}
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glm::vec3 ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
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ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
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{
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PickDataBuffer->Bind();
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glm::vec2 pixelData;
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glReadPixels(x, y, 1, 1, GL_RG, GL_FLOAT, &pixelData);
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unsigned char pdata[2];
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glReadPixels(x, y, 1, 1, GL_RG, GL_UNSIGNED_BYTE, &pdata);
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PickDataBuffer->Unbind();
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glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
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float depthData;
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glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return glm::vec3(pixelData, depthData);
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PixelData p;
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p.Color[0] = (int)pdata[0];
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p.Color[1] = (int)pdata[1];
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p.Depth = depthData;
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GLERROR("ScreenCoords::ToPixelData Error");
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return p;
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}
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glm::vec3 ScreenCoords::ToPixelData(glm::vec2 screenCoord, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
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ScreenCoords::PixelData ScreenCoords::ToPixelData(glm::vec2 screenCoord, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
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{
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return ToPixelData(screenCoord.x, screenCoord.y, PickDataBuffer, DepthBuffer);
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}
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