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Normals are see-through #115

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whitequark opened this issue Nov 18, 2016 · 7 comments
Closed

Normals are see-through #115

whitequark opened this issue Nov 18, 2016 · 7 comments
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@whitequark
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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:
2699
... but not from a slightly different one:
2700

@Evil-Spirit please look into this

@whitequark whitequark added the bug label Nov 18, 2016
@whitequark whitequark added this to the 3.0 milestone Nov 18, 2016
@Evil-Spirit
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@whitequark, yes, we have it everywhere. probably this is because tricks with depth buffer in ssglDepthRange

@whitequark
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@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.

@whitequark
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But 2.0 still uses the ssglDepthRange hacks.

@whitequark
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@Evil-Spirit Also, this only seems to happen to normals, and not to edges...

@Evil-Spirit
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fixed in Evil-Spirit/solvespace@832a8bd

@Evil-Spirit
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@whitequark, this happen because AlignToPixelGrid uses this function.

@whitequark
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Merged, thanks

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