[Bf-committers] Re: [Bf-blender-cvs] CVS commit: blender/source/blender/src editmesh_mods.c

Martin Poirier theeth at yahoo.com
Thu Mar 1 20:24:29 CET 2007


No worries, we've talked about this Wednesday and we
agreed it was non trivial.

The idea that was thrown in was to split off the
select flags into Select and Draw flags (Select would
imply Draw) where raising Draw would mean that you
could do OGL selection (meaning occluding checks) on
those elements but they wouldn't be draw to the
display buffer unless the Draw flag is on.

--- Chris Burt <desoto at exenex.com> wrote:

> Doesn't "simply fix" sound a little condescending?
> As though fixing it
> didn't occur to him?
> 
> On 2/28/07, Joe Eagar <joeedh at gmail.com> wrote:
> > Martin Poirier wrote:
> > > theeth (Martin Poirier) 2007/02/28 16:29:18 CET
> > >
> > >   Modified files:
> > >     blender/source/blender/src editmesh_mods.c
> > >
> > >   Log:
> > >   === Transform Snap ===
> > >
> > >   [ #6131 ] Vertex snapping broken in shaded
> face + edge select mode
> > >
> > >   The problem was trying to use the OGL
> optimisation when vertex selection was turned off.
> Added a check for that in all the find_nearest
> functions (vert, edge, face) so nobody falls in that
> trap again.
> > >
> > >   The offshot is that snapping in shaded view
> without vertex select on can snap to occluded
> vertice.
> > >
> > Why not simply fix backbuffered select to work
> with shaded move + no
> > vertex select on?  Simply turning it off because
> it's not working right
> > when it should breaks UI consistency.
> >
> > Joe
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at projects.blender.org
> >
>
http://projects.blender.org/mailman/listinfo/bf-committers
> >
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