For me, antialiasing had always causes box-select to behave strange when 'occlude geometry' is turned on. Can anyone else confirm that?
No AA: http://mikepan.com/files/misc/Capture.PNG Forced AA: http://mikepan.com/files/misc/CaptureAA.PNG Notice the orphan vertices in the second picture Nvidia Geforce 8800, Windows 7 64bit, latest Driver -mike On Thu, Jan 7, 2010 at 1:32 AM, William Reynish <bill...@me.com> wrote: > Hi Damien, > > I've tested your patch with anti-aliasing limited to the 3D view. At least > on my system it looks really nice, and helps readability too, especially on > busy scenes with lots of visible edges. Compare these images of a cage > object: > > http://www.reynish.com/files/blender25/AA_on.png > > http://www.reynish.com/files/blender25/AA_off.png > > The AA version is more calm, because all the unneeded, distracting jaggies > are gone, leaving smooth lines instead. > On my Mac laptop with a 9600M GT I haven't been able to detect any slowdown > when using AA, even when using Blender's benchmark timer. I'll have to do > more thorough testing on heavier scenes to reveal any potential slowdown. > > Cheers, > > -William > > On 6 Jan, 2010, at 4:19 PM, Damien Plisson wrote: > > > I revert its default enabling for now, the facility in ghost is mainly > meant for the BGE anyway. > > > > And we work using patches until finding a satisfactory solution for AA in > blender (limited to 3D view, and selectable). > > > > Cheers, > > > > Damien > > > > > > Le 6 janv. 2010 à 16:09, William Reynish a écrit : > > > >> (For some reason my mails keep getting denied. I'll try again at the > risk of double posting) > >> > >> Hi Damien, > >> > >> I think AA is nice, but want to point out that it shouldn't be applied > to the UI and controls themselves. The UI elements already have custom AA > code, to make them look identical across different GFX cards, and to ensure > they always render properly and quickly. Unfortunately your commit makes the > UI widgets look very fuzzy, as you're applying AA to something which is > already smooth. > >> > >> Here are two screenshots to illustrate this: > >> > >> http://www.reynish.com/files/blender25/UI_AA.png > >> > >> > >> I'm all for having AA, but IMO it should be limited to the 3D view > content (and perhaps other views too? Node Editor?) > >> > >> Cheers, > >> > >> -William > >> > >> > >> On 6 Jan, 2010, at 3:59 PM, Brecht Van Lommel wrote: > >> > >>> Hi Damien, > >>> > >>>> OpenGL Anti-aliasing implementation for blender windows > >>> > >>> I'm not sure what your plans are, but this needs more work.. > >>> > >>> There should be a user preference as it is usually quite a bit slower, > >>> for all drawing, but especially when working with detailed scenes. > >>> > >>> Further, the antialiasing should only be selectively enabled, i.e. > >>> opengl multisampling state should be disabled by default and only > >>> enabled for 3d view drawing or other places if it makes sense. Right > >>> now it is also anti-aliasing for example the UI drawing, which makes > >>> the widgets look blurry. > >>> > >>> Brecht. > >>> _______________________________________________ > >>> Bf-committers mailing list > >>> Bf-committers@blender.org > >>> http://lists.blender.org/mailman/listinfo/bf-committers > >> > >> _______________________________________________ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > > > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers