[Bf-committers] Bringing anti-aliasing back by fixing selection method
joeedh at gmail.com
Thu Jan 14 23:15:21 CET 2010
I'd suggest making it an option for now, or only enabled when FSAA is on.
On Thu, Jan 14, 2010 at 12:49 AM, Damien Plisson
<damien.plisson at yahoo.fr> wrote:
> Unfortunately, even with glDisable(GL_MULTISAMPLE_ARB), there are still artifacts (at least n nvidia) that break the color coding method. And thus weird things happen, like orphan out of the selection area vertices being selected.
> Occlusion query is part of openGL standard from rev. 1.5. So it should work well with other cards, but I'm interested to get feedback from ati/intel cards owners...
> Le 14 janv. 2010 à 06:19, joe a écrit :
>> 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?
>> 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).
>>> 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:
>>>> I'm looking forward for your feedback / comments / suggestions...
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