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

Campbell Barton ideasman42 at gmail.com
Fri Jan 15 02:08:13 CET 2010


Hey Damien, didnt even know these occlusion buffers existed until you
posted but some considerations...

- Existing select code isnt perfect, for instance particle border
select + zbuffer is broken (wasnt able to fix in an hr or 2). Martin
commented some functions I added to fix selection which contain
operations Im sure are needed in certain cases (converting the view
clipping into object space is one) - Ill need to look into this
further but I think there are currently cases where its broken.

- Skim-read your patch and noticed the occlusion functions you had are
doing flat/smooth shading on faces. is this needed? (are vertex
normals even needed?).

- If this could be added in and used only with FSAA Im OK with that,
however it should at least not confuse the current state of selection
more then it alredy is... these funcions should be grouped/clearly
marked... IFDEF's or whatever so we know they are only called with
FSAA.

- Campbell

On Thu, Jan 14, 2010 at 11:23 PM, joe <joeedh at gmail.com> wrote:
> Or well I should be clearer, this needs to be optional at first while
> we do wide-scale user tests and fix any issues.
>
> Joe
>
> On Thu, Jan 14, 2010 at 2:15 PM, joe <joeedh at gmail.com> wrote:
>> I'd suggest making it an option for now, or only enabled when FSAA is on.
>>
>> Joe
>>
>> 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...
>>>
>>> Damien
>>>
>>>
>>> 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?
>>>>
>>>> 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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