Support for UV Stretching overlay during multi object editing. In the
VBO the ratios per fase are stored and in the shader these ratios will
be compared with the global ratios.
Due to previous implementation the ratios per mesh are calculated by the draw manager. Just before drawing the ratios of all selected objects are sum'd and send to the shader. Inside the shader the actual ratio comparison and coloring takes place.
The current implementation does not fit well with the draw module. The
plan is to move the drawing of other spaces to the draw manager what
might lead to better fit. Currently the solution is unclear and this
requirement will become an attentionpoint for the future design.