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Normals are see-through #115
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@whitequark, yes, we have it everywhere. probably this is because tricks with depth buffer in ssglDepthRange |
@Evil-Spirit I'm not sure. This is not a problem in version 2.0, 2.1 or 2.2, but it is a problem with 3.0 with OpenGL 1 and OpenGL 2. It was introduced somehow during the Canvas changes I think. |
But 2.0 still uses the ssglDepthRange hacks. |
@Evil-Spirit Also, this only seems to happen to normals, and not to edges... |
fixed in Evil-Spirit/solvespace@832a8bd |
@whitequark, this happen because AlignToPixelGrid uses this function. |
Merged, thanks |
This is some very weird bug, probably related to depth buffer? Draw a torus (
torus.zip. You can see the normal from the circle that's used to make the torus from this angle:
... but not from a slightly different one:
@Evil-Spirit please look into this
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