Hi Mike, the bad news are that I still don't know the depth of all
objects (I 'could' find out with a glreadpixels but it may inroduce
some latency. And it will only be practical for one object only.) But
this is a workaround in the sense that by differentiating between
different selection requirem
Hey Antony,
I'm glad you're working on this, because fast selection is required
for better 3D mouse interaction. Not selection in the "user clicked
something" sense, but I need to know what objects are shown in a
certain part of the view, and how far away they are. I've done
experiments with depth
On second thought, I think that depth effects won't be affected
because we already redraw the scene to get selection highlight.
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Time to resurrect this little thread.
Here is a patch that uses a draw twice method to select the first
possible object.
First I draw a small part of the framebuffer with depth test less or
equal and on the second pass, where I have the depth information, I
use an equal test. I differentiate betwe
Color drawing still doesn't solve depth though. I think I will go for
the draw twice method and ask for tests by the people concerned.
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The implementation looks good, nice & simple API. Depth is indeed an
issue, not only for the manipulator.. Drawing twice is not great but
may be acceptable, I don't have other suggestions to solve this,
except maybe color code drawing to an offscreen buffer.
Brecht.
2011/12/6 Αντώνης Ρυακιωτάκης
There is an extra method: draw scene in framebuffer twice with depth
test enabled and draw a second time with depth test equal. This will
be slower but nowhere near the 30 second selection lag reported by
some users.
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Final patch. Made an interface for both methods
(glRenderMode(GL_SELECT) and glBeginQueryARB(GL_SAMPLES_PASSED) )
http://www.pasteall.org/27077/diff
build on graphicall: graphicall.org/747/
considerations:
We can't have depth information with this method, meaning that the
first visible object do
Hi brecht, quickie answer and update for builders\testers(forgot to
include some fill rate optimization in the first patch posted here):
use the patch here http://www.pasteall.org/26958/diff instead.
About interference: the updated patch above turns off writing to the
color buffer (since it doesn'
Hi,
Yes, it would be good to avoid GL_SELECT when possible. Making a
common interface that can use a different method depending on the
graphics card support seems the way to go.
Regarding occlusion queries, is there any way around counting the
number of queries needed in advance? It seems like th
Hi, recently I have become aware of a user complaint
http://blenderartists.org/forum/showthread.php?238426-why-is-gl_select-still-used-to-select-objects-in-Blender
about slow selection. This is not a new issue and stems from the fact
that selection uses glRenderMode(GL_SELECT) under the hood. Th
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