I'd suggest making it an option for now, or only enabled when FSAA is on.

Joe

On Thu, Jan 14, 2010 at 12:49 AM, Damien Plisson
<[email protected]> wrote:
> 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
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