[Bf-committers] Bringing anti-aliasing back by fixing selection method

joe joeedh at gmail.com
Thu Jan 14 06:19:03 CET 2010


Though of course rewriting it more properly is good too.  I've not
looked into occlusion query since the original nvidia extension; how
well does it work across disparate video cards?

Joe

On Wed, Jan 13, 2010 at 9:15 PM, joe <joeedh at gmail.com> wrote:
> Explicitly disabling it in the selection draw functions seemed to work
> well enough before, via glDisable(GL_ARB_MULTISELECT).
>
> Joe
>
> On Wed, Jan 13, 2010 at 8:32 AM, Damien Plisson <damien.plisson at yahoo.fr> wrote:
>> Hi all,
>>
>> FSAA was breaking border/lasso select operations (e.g. orphan vertices were selected).
>>
>> FYI, The root cause for this issue is that as soon as FSAA is enabled at pixelformat level, even if not enabled afterwards, some color artifacts may appear in draw operations.
>> This breaks the color coding selection method that is currently used in Blender for various selection tools like border, lasso, circle... when occlude geometry is enabled.
>>
>> To fix it, the color coding selection method has to be replaced, and this is what this patch does by implementing the occlusion query method for the border/lasso/circle selection tools:
>>
>> http://projects.blender.org/tracker/index.php?func=detail&aid=20660&group_id=9&atid=127
>>
>> I'm looking forward for your feedback / comments / suggestions...
>>
>> Damien
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>


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