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Fix T63213: Face dots visibility problem
AbandonedPublic

Authored by Germano Cavalcante (mano-wii) on Mar 11 2020, 12:42 PM.

Details

Summary

Although it is interesting to have an offset to display a facedot
without intersecting with the faces, this seems to be bringing more
problems than solutions.

The idea of this patch is to remove this bias.

Even without it, the dots don't show overlap when the normal is aligned

Diff Detail

Repository
rB Blender
Branch
master
Build Status
Buildable 7087
Build 7087: arc lint + arc unit

Event Timeline

This is on purpose. The facedots should not be cut in half when not viewing the surface from an angle not perpendicular to the normal. We use this bias to avoid this in the general case.

  • New solution

Check the depth in the vert shader and change the alpha to zero when the point is occluded.

I found a problem with the depth test between the facedots.
Selected facedots, even being in the front of others facedots, were sometimes drawn behind or the other way around.
I have not found a good solution for this (creating an empty depth texture just for that is not worth it).
I used the depth_range solution and I replicated the "vert shader depth_test" solution for vertices as well.

Vertices (when not occluded) are now drawn in front of all objects, but this seems to be expected behavior.

Germano Cavalcante (mano-wii) planned changes to this revision.Mar 12 2020, 12:32 AM

With this depth_range solution, cursor projection and Auto Depth navigation are problematic if the mouse is over a vertex.

I can't think of an appropriate solution to solve this.