Picking with OpenGL 4.1 and double pixel buffering.
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Picking consists on identifying the object scene under the mouse coordinates. This is an example of a picking method using shaders and following OpenGL 4.1 standard. The method basically consists on rendering each object with one uniform color, using a fast shader program, in an off-screen frame buffer texture. Then the frame buffer texture is downloaded using a double pixel buffering technique to maximize performance.