Rather than write nothing, I figured a quick update would be better…
The LxEngine rasterizer now supports the concept of a RenderAlgorithm. In short, this is a list of global passes to do on the list of renderable items. Each pass has a description of material and rasterization parameters to use for that pass; in short, overrides on the default settings of the rasterizer and item settings.
Here’s a quick, simple example – a render mode that forces the shader to use a solid color shader with a predictable, unique, pseudo-random color for each item:
Why add this? Because it’s very useful, but – more specifically for right now – for selection of items in the scene. Render everything in a unique color, read back the color buffer, and each mouse click can be easily translated to the item under the mouse. The example above still needs to account for transparency (and a few other settings) before it can be properly used for selection, but that’s the direction this is headed.