[Bf-committers] Blender 2.8 and "OpenGL Occlusion Queries"

Dalai Felinto dfelinto at gmail.com
Fri Feb 24 16:59:25 CET 2017


Hi all,
(Antonis and Campbell in particular)

As part of Blender2.8 OpenGL version bump to 3.x, we will need to
address our selection code "situtation". As you know we right now have
the following selection methods in user preference:

* "OpenGL Select"
* "OpenGL Occlusion Queries"

The former method works flawlessly in Blender (in most computers), but
it relies on deprecated OpenGL calls (namely glRenderMode). Those
calls are a no-go for the new OpenGL. And on top of that this mode is
causing an extreme slow down in Blender 2.8 at the moment.

The latter works fast and well in 2.8, BUT, it still has a few missing
features/bugs compared to the former. Mainly the nearest object/bone
is not always selected [*].

What I would like to know is if this is a limitation of the "Occlusion
Queries" method, or simply a bug in our current implementation.

I don't think we have the dev-power to tackle a new selection code at
the moment. But if the "Occlusion Queries" method is fixable we can
try to prioritize that. And eventually make it the only supported
method.

[*] - https://www.youtube.com/watch?v=AA-Z_gB4OPk

Thanks,
Dalai
--
blendernetwork.org/dalai-felinto
www.dalaifelinto.com


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