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It's not immediately obvious how you're using OpenGL. If you are just sorting your tiles on the CPU and rendering them from far to near the following method won't help. If you are using an actual isometric projection matrix and a depth buffer this may help, it's how I do picking with OpenGL and perspective projection. Use the following code to read back the ...


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Another option may be using a quadtree structure or if you have many moving objects a spatial hashing aproach.


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It depends on multiple factors including... How much geometry you are raycasting against (more = slower) The resolution you are rendering your color picking at (higher = slower) How you've implemented either solution (CPU raycasting? vs GPU color picking? or something else?). Resource constraints -> if your application is already CPU bound, and has plenty ...



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