



--------------------
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!
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a new build is available