The way it is implemented in the patch is to use occlusion query only if FSAA 
is initialized. Current method (Color coding) is used otherwise. 
As for testing, I fully agree with you. That's why I released this as a patch. 
Furthermore, Jens did a build with it on Graphicall to gather more feedback.. 

Damien

Le 14 janv. 2010 à 23:23, joe <[email protected]> a écrit :

Or well I should be clearer, this needs to be optional at first while
we do wide-scale user tests and fix any issues.

Joe

On Thu, Jan 14, 2010 at 2:15 PM, joe <[email protected]> wrote:
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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