bf-blender / Windows (2004/09/26)

User-contributed CVS development builds. Please test and give feedback!

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gabio
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Location: Canada - Québec - Sherbrooke
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bf-blender / Windows (2004/09/26)

Post by gabio » Sun Sep 26, 2004 5:58 pm

Update, Update, More of these beautiful features.
ImageImageImageImage
--------------------
Relevant feature to test:
-Zbuffer clipped selection
-Optimal draw subsurfs.
-bugfixes.

Commit
-ton
Log:
Two nice workflow improvements;

- Zbuffer clipped selection
Based on same algos as for drawing (blender polygon offset) vertices, edges
and faces now are clipped for draw and selection when Zbuffer is used.
Note that it works for endpoint vertices of edges, and for facecenters.
Also works for border and circle-select

- Optimal draw subsurfs
This now draws optimal with faces and edges selected/unselected, hiding the
original 'cage' (mesh) completely.
TODO: edge select, which still uses original (invisible) edge.

http://www.blender3d.org/cms/Mesh_editi ... 425.0.html
Log:
Two small fixes for previous commit;

- new zbuf-clipped select was always on
- drawing the 'floor' now doesnt write in zbuffer when in editmode
Log:
Zbuf-selection fix: while drawing vertices, it accepted writing in zbuf
for it too... giving (sometimes) no selection, and possible for linux the
solution too!
Log:
Option 'all edges' didnt work anymore... fixed
Log:
Integer version of glReadBuffer with GL_DEPTH_COMPONENT...
reported were errors with ati-linux on using float here.

Code is still there, and can be easily switched back ( if(0) or if(1) !)
Log:
Two more fixes:

- face centers didnt recalculate at vertex-smooth, vertex-sphere and so
- on edge extrude (meaning the new faces), it now copies face data (material
index, smooth, tface) from the face that shared an edge
Log:
Fix for crashes when mixed faces/edges were hidden. Not all combos were
correctly checked on in subsurf.c
Log:
Added initialize code for zbuffer-select option, where it reads larger
parts of zbuffer on border/circle select.
Should speed up quite some.
Log:
Quick commit to fix crash in hide option editmode subsurf... the hide flags
still are not doing it OK... later!
------------------------------------
a new build is available
Last edited by gabio on Tue Sep 28, 2004 3:59 am, edited 1 time in total.

VirtualDarKness
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Post by VirtualDarKness » Sun Sep 26, 2004 6:09 pm

can't wait for try Zbuffer clipped selection ! thanks a lot gabio :)
(and of course, thanks to all developers!)

bye,
Giovanni.
http://www.blender.it - You'd better to use Firefox instead of IE! ;)

gabio
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Location: Canada - Québec - Sherbrooke
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Post by gabio » Sun Sep 26, 2004 6:22 pm

fgons look promising.
i find it sad that the fact it is fake is so obvious.
exemple: make a fgons, go in face select mode(fkey in object) and the fgons is gone...

Monkeyboi
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Post by Monkeyboi » Sun Sep 26, 2004 7:02 pm

Nice one!

Some constructive critisism:

Subsurf Optimal face selection now rocks. Well done. It looks incredibly nice with 'Draw Faces' and 'Draw Edges' on - why aren't these two options just removed and set to ON by default? I can't imagine anyone ever wanting to turn them off, plus some might never discover them. When something just doesn't make sense to turn off, it should just be added, freeing us from having to turn it on all the time.

Now, don't get me wrong, the Fgons seem like a nice idea, but are currently very limiting - they don't work if there are any vertices in between the faces, and faces have to be 100% co-planar. Would be useful if you could set any tangenting faces to act as one, plus not having to have them co-planar. And, the way you make them is a bit odd compared to regular N-Gons: where you'd normally handle and set up n-gons just like you would for quads or triangles, you create fgons by first creating a series of quads and THEN converting them, this maybe a questionable workflow. However, I understand they are WIP, but still thought I'd add some thoughts.

Z-Buffer selection is uber cool, though the widget is very misleading - probably better to add a checkmark menu entry to the Select menu, both making it clearer and freeing space in the header. And maybe a better label such as 'Ignore Backfaces'? I can imagine some people being bewildered by the name. Oh, and why, may I ask, does it only work while in Shaded view?
Last edited by Monkeyboi on Sun Sep 26, 2004 7:34 pm, edited 1 time in total.

Bellorum
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Joined: Wed Jan 21, 2004 3:27 pm

Post by Bellorum » Sun Sep 26, 2004 7:17 pm

It looks incredibly nice with 'Draw Faces' and 'Draw Edges' on - why aren't these two options just removed and set to ON by default? I can't imagine anyone ever wanting to turn them off, plus some might never discover them.
Agreed.
Now, don't get me wrong, the Fgons seem like a nice idea, but are currently very limiting

I see them as a teaser for greater things coming.

Now I'm off to test those new features. Whooooo!!!

[/quote]
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

Bellorum
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Joined: Wed Jan 21, 2004 3:27 pm

Post by Bellorum » Sun Sep 26, 2004 7:29 pm

I found some shortcomings with the z-buffer clipping system. If you for instance take a cube, select a face, make a zero extrude, scale down, and extrude inwards, the faces on the inner side of the mesh turns unselectable, but only in subsurf-mode.
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

Doogs
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Joined: Wed Oct 16, 2002 1:16 am

Post by Doogs » Sun Sep 26, 2004 7:45 pm

now all we need is mirror modelling! ;)

RonC

TorQ
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Joined: Wed Jan 29, 2003 2:03 am

Post by TorQ » Sun Sep 26, 2004 7:48 pm

The new optimal draw subsurfs are Awesome!! I sure hope that there is a similar todo for the verts ie verts on the subsurf mesh. Great work!


TorQ

venomgfx
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Location: Rio Gallegos, Argentina

Post by venomgfx » Sun Sep 26, 2004 7:51 pm

:D Thanks a lot gabio!

I've been waiting for this build, the optimal draw subsurfs is awesome!, i didn't use the optimal subsurf before because that, i couldn't see the selected faces, but now i can!!! thanks to all developers!

I almost never post in here, but i have to say that the new select mode are the best, i never worked so fast! thanks, really thanks to all the developers.

:D

Dani
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Joined: Fri Oct 18, 2002 8:35 pm

Post by Dani » Sun Sep 26, 2004 8:02 pm

Does anybody else have these problems with *Zbuffer culling*:

-when "draw normals" is on, it becomes very difficult to select a face: it has to be 100% parallel to the screen...

-"zbuffer select" effect is affected by objects that are in front of the object being edited but that are not being edited themselves.

?

And isn't it restrictive to have zbuffer selection only in solid view?

Dani

Doogs
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Joined: Wed Oct 16, 2002 1:16 am

Post by Doogs » Sun Sep 26, 2004 8:23 pm

are there hotkeys to switch from edit mode to edit mode?

RonC

Bellorum
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Joined: Wed Jan 21, 2004 3:27 pm

Post by Bellorum » Sun Sep 26, 2004 8:29 pm

are there hotkeys to switch from edit mode to edit mode?
Not now, but I think Ton's looking into that.
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

SamAdam
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Post by SamAdam » Sun Sep 26, 2004 8:46 pm

well, it's all nice, but there are still errors all over the place. The faces cannot be selected when viewed directly on end, like for selecting the top sides of a cylinder. also, when that cylinder is tilted and the selecting brush is used it does not work to select the top faces witht the zselect on.

kakapo
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Joined: Sat Sep 04, 2004 2:32 pm

Post by kakapo » Sun Sep 26, 2004 8:51 pm

i think i noticed another small bug. in edit mode the objects get drawn in front of the grid. i think the grid should be drawn at last like in object mode.

ElBarto
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Post by ElBarto » Sun Sep 26, 2004 8:56 pm

Hey this built rocks more and more!!! Thanx!
At the moment i got no idea about hotkeys for edit modes and z-buffer :(

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