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 <[email protected]> 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 <[email protected]> 
>> 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
>>> _______________________________________________
>>> Bf-committers mailing list
>>> [email protected]
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>> 
>> 
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