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Depth information


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I'm looking for the depth information (per pixel) of a camera's view on the scene:

  • distance
  • position: x,y,z

Currently I'm using the scene pick functionality for each pixel:

for x = 0 to maxX
   for y = 0 to maxY

Then use the returned PickingInfo's distance and pickedPoint.

Is there a better/faster way to get the depth information, because the above mentioned code takes several seconds.

Maybe via a shader?

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I got something like:


varying vec4 vPosition;

void main(void) {
    vec4 pos = vec4(position, 1.0);
    vPosition = world * pos; 

    gl_Position = worldViewProjection * pos;


varying vec4 vPosition;

void main(void) {
    gl_FragColor = vec4(vPosition.xyz / 255.0 + 0.5, 1.0);

Is this correct?

I'm losing precision this way I think.

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