[Bf-committers] circle select problems

Ton Roosendaal ton at blender.org
Wed Oct 13 20:53:38 CEST 2004


The selection buffer is like a lookup table. It draws first, and then  
waits for you to do the clicking, or borderselect, etc. What you  
propose is not only rather complex, but also will slowdown  
interactivity. As proposed solution for the less advanced 3d cards, not  
very wise.

BTW; This same method already was there for vertex paint and UV face  
select, with same limitation.

First thing we could look at is communicating this in the UI. Like  
automatically switching off (and/or indicate with warning) that the  
selection buffer has an overflow, so you can split the mesh in smaller  

BTW; my first implementation was using Zbuffer values, which doesn't  
have such a lookup table limitation. Unfortunately, not only the  
accuracy was very disappointing but the OpenGL methods for it (reading  
zbuffer values) not well supported among our platforms.

So, it's a comprimise, but it works very fast and reliable. I've used a  
simple 16 bits gfx card for the past 2 years, and being able to  
interactively model up to 32k faces with it is a good achievement with  
such h/w already. :)


On 13 Oct, 2004, at 9:06, Campbell Barton wrote:

> This is just in reference to the issue of there not being as many  
> colours as there are verts-
> Would it be possible to detect these situations (If totverts > numcols)
> Then render in 2 passes, this would slow down things a bit but its  
> much better then it not working at all.
> I realy have no clude about this- but it seems logical.
> - Cam
> --  
> Campbell J Barton
> 133 Hope Street
> Geelong West, Victoria 3218 Australia
> URL:    http://www.metavr.com
> e-mail: cbarton at metavr.com
> phone: AU (03) 5229 0241
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Ton Roosendaal  Blender Foundation ton at blender.org  

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