Box and Lasso select is extremely unreliable in Face or Edge select mode (selects non-visible faces or edges) #72842

Open
opened 3 years ago by deadpin · 25 comments
Collaborator

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86

Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-30 18:20, hash: 56ef761381
Worked: (optional)

Short description of error
Using box select is extremely unreliable while in Face select or Edge select mode (I didn't observe any problems in Vertex mode). It may end up selecting non-visible faces/edges inadvertently and with seemingly no pattern to its misbehavior or workarounds (shrinking range of the clip start/end doesn't fix it, enabling face centers doesn't fix it etc.)

This problem has existed for some time now but today I finally got fed up with it after losing several minutes of work again.

I'm using a hidpi 4k screen, using Blender's UI scaling of 1.0, and OS scaling of 2.0 in case this matters.

Exact steps for others to reproduce the error
box-select-bug.blend

  • Start with default .blend

  • Enter edit mode and Subdivide cube twice

  • Switch to Face select mode (or Edge select mode)

  • Attempt to box-select a variety of faces on the cube

  • Notice that more often than not, extra faces which are not visible are still selected

No selection
s1.png

Selecting all visible faces with box-select
s2.png

Non-visible faces being selected :(
s3.png

Non-visible edges being selected :(
s4.png

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 **Blender Version** Broken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-30 18:20, hash: `56ef761381` Worked: (optional) **Short description of error** Using box select is extremely unreliable while in Face select or Edge select mode (I didn't observe any problems in Vertex mode). It may end up selecting non-visible faces/edges inadvertently and with seemingly no pattern to its misbehavior or workarounds (shrinking range of the clip start/end doesn't fix it, enabling face centers doesn't fix it etc.) This problem has existed for some time now but today I finally got fed up with it after losing several minutes of work again. I'm using a hidpi 4k screen, using Blender's UI scaling of 1.0, and OS scaling of 2.0 in case this matters. **Exact steps for others to reproduce the error** [box-select-bug.blend](https://archive.blender.org/developer/F8255155/box-select-bug.blend) - Start with default .blend - Enter edit mode and Subdivide cube twice - Switch to Face select mode (or Edge select mode) - Attempt to box-select a variety of faces on the cube - Notice that more often than not, extra faces which are not visible are still selected No selection ![s1.png](https://archive.blender.org/developer/F8255158/s1.png) Selecting all visible faces with box-select ![s2.png](https://archive.blender.org/developer/F8255160/s2.png) Non-visible faces being selected :( ![s3.png](https://archive.blender.org/developer/F8255162/s3.png) Non-visible edges being selected :( ![s4.png](https://archive.blender.org/developer/F8255165/s4.png)
Poster
Collaborator

Added subscriber: @deadpin

Added subscriber: @deadpin
Collaborator

#88806 was marked as duplicate of this issue

#88806 was marked as duplicate of this issue
Collaborator

#83897 was marked as duplicate of this issue

#83897 was marked as duplicate of this issue
Collaborator

#73666 was marked as duplicate of this issue

#73666 was marked as duplicate of this issue

Added subscriber: @Stan_Pancakes

Added subscriber: @Stan_Pancakes

I can confirm this on Linux with a GTX980Ti and a common 1080 resolution. It does seem random though: selection works just fine from the "default" view, but can fail when the object is viewed from other positions/angles.

I can confirm this on Linux with a GTX980Ti and a common 1080 resolution. It does seem random though: selection works just fine from the "default" view, but can fail when the object is viewed from other positions/angles.

Video demonstration here: https://youtu.be/ePgMHqJyZf4

Video demonstration here: https://youtu.be/ePgMHqJyZf4
Collaborator

Added subscriber: @mano-wii

Added subscriber: @mano-wii
Collaborator

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Collaborator

This also happened in Blender 2.79
Selecting faces in edit mode uses OpenGL to make a drawing that maps all faces within the rectangle.
Some pixels of faces that should be 100% occluded are still drawn. This is because these faces share a same edge as the face that occluded and the threshold between drawing and not the face is hard to distinguish.
I can't think of an efficient solution to this problem.

This also happened in Blender 2.79 Selecting faces in edit mode uses OpenGL to make a drawing that maps all faces within the rectangle. Some pixels of faces that should be 100% occluded are still drawn. This is because these faces share a same edge as the face that occluded and the threshold between drawing and not the face is hard to distinguish. I can't think of an efficient solution to this problem.

Added subscriber: @Jaxxtrend

Added subscriber: @Jaxxtrend

The precise buffer problem is conceptual and affects many selection scenarios. For example: selection of many small poly from a far distance, selection poly in big angles of view.

The precise buffer problem is conceptual and affects many selection scenarios. For example: selection of many small poly from a far distance, selection poly in big angles of view.
Collaborator

Added subscriber: @Blendify

Added subscriber: @Blendify
Collaborator

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Blendify closed this issue 3 years ago
Blendify self-assigned this 3 years ago
Collaborator

This has been fixed with 3685347b41 and is the same as #63356

This has been fixed with 3685347b41 and is the same as #63356
Collaborator

Changed status from 'Resolved' to: 'Confirmed'

Changed status from 'Resolved' to: 'Confirmed'
Blendify reopened this issue 3 years ago
Collaborator

Seems to still be an issue

Seems to still be an issue
EAW commented 3 years ago

Added subscriber: @EVH1

Added subscriber: @EVH1
EAW changed title from Box select is extremely unreliable in Face or Edge select mode (selects non-visible faces or edges) to Box and Lasso select is extremely unreliable in Face or Edge select mode (selects non-visible faces or edges) 3 years ago
Blendify removed their assignment 3 years ago
Rongix commented 3 years ago

Added subscriber: @Rongix

Added subscriber: @Rongix
Rongix commented 3 years ago

Removed subscriber: @Rongix

Removed subscriber: @Rongix
ozzkar commented 2 years ago

Added subscriber: @ozzkar

Added subscriber: @ozzkar
Collaborator

Added subscribers: @APEC, @PratikPB2123

Added subscribers: @APEC, @PratikPB2123
GeRo commented 1 year ago

Added subscriber: @GeRo

Added subscriber: @GeRo
lcas commented 7 months ago

Added subscriber: @lcas

Added subscriber: @lcas
lcas commented 7 months ago

https://devtalk.blender.org/t/help-me-fix-oversensitive-drag-select/24858/3?u=lcas
Got a possible solution. Very lightweight, just make an additional bitmap that is the size of the viewport, check if it sees enough verts for any given face. Tell triangles with less than 3 verts visible to go away, quads and ngons need to see at least 4. Triangles have the occasional exception but way better than before and can be avoided usually besides. Going to do edges, should be as simple as if it can see 2 verts, it's all good.

https://devtalk.blender.org/t/help-me-fix-oversensitive-drag-select/24858/3?u=lcas Got a possible solution. Very lightweight, just make an additional bitmap that is the size of the viewport, check if it sees enough verts for any given face. Tell triangles with less than 3 verts visible to go away, quads and ngons need to see at least 4. Triangles have the occasional exception but way better than before and can be avoided usually besides. Going to do edges, should be as simple as if it can see 2 verts, it's all good.
lichtwerk removed the
legacy module/Eevee & Viewport
label 22 hours ago
lichtwerk removed the
Interest/Eevee & Viewport
label 21 hours ago
lichtwerk removed the
legacy module/Modeling
label 49 minutes ago
Sign in to join this conversation.
No Label
Interest/Alembic
Interest/Animation & Rigging
Interest/Asset Browser
Interest/Asset Browser Project Overview
Interest/Audio
Interest/Automated Testing
Interest/Blender Asset Bundle
Interest/Collada
Interest/Compositing
Interest/Core
Interest/Cycles
Interest/Dependency Graph
Interest/Development Management
Interest/Eevee & Viewport
Interest/Freestyle
Interest/Geometry Nodes
Interest/Grease Pencil
Interest/ID Management
Interest/Images & Movies
Interest/Import/Export
Interest/Line Art
Interest/Masking
Interest/Modeling
Interest/Modifiers
Interest/Motion Tracking
Interest/Nodes & Physics
Interest/Overrides
Interest/Performance
Interest/Performance
Interest/Physics
Interest/Pipeline, Assets & I/O
Interest/Platforms, Builds, Tests & Devices
Interest/Python API
Interest/Render & Cycles
Interest/Render Pipeline
Interest/Sculpt, Paint & Texture
Interest/Text Editor
Interest/Translations
Interest/Triaging
Interest/Undo
Interest/USD
Interest/User Interface
Interest/UV Editing
Interest/VFX & Video
Interest/Video Sequencer
Interest/Virtual Reality
legacy module/Animation & Rigging
legacy module/Core
legacy module/Development Management
legacy module/Eevee & Viewport
legacy module/Grease Pencil
legacy module/Modeling
legacy module/Nodes & Physics
legacy module/Pipeline, Assets & IO
legacy module/Platforms, Builds, Tests & Devices
legacy module/Python API
legacy module/Rendering & Cycles
legacy module/Sculpt, Paint & Texture
legacy module/Triaging
legacy module/User Interface
legacy module/VFX & Video
legacy project/1.0.0-beta.2
legacy project/Asset Browser (Archived)
legacy project/BF Blender: 2.8
legacy project/BF Blender: After Release
legacy project/BF Blender: Next
legacy project/BF Blender: Regressions
legacy project/BF Blender: Unconfirmed
legacy project/Blender 2.70
legacy project/Code Quest
legacy project/Datablocks and Libraries
legacy project/Eevee
legacy project/Game Animation
legacy project/Game Audio
legacy project/Game Data Conversion
legacy project/Game Engine
legacy project/Game Logic
legacy project/Game Physics
legacy project/Game Python
legacy project/Game Rendering
legacy project/Game UI
legacy project/GPU / Viewport
legacy project/GSoC
legacy project/Infrastructure: Websites
legacy project/LibOverrides - Usability and UX
legacy project/Milestone 1: Basic, Local Asset Browser
legacy project/Nodes
legacy project/OpenGL Error
legacy project/Papercut
legacy project/Pose Library Basics
legacy project/Retrospective
legacy project/Tracker Curfew
legacy project/Wintab High Frequency
Meta/Good First Issue
Meta/Papercut
migration/requires-manual-verification
Module › Animation & Rigging
Module › Core
Module › Development Management
Module › Eevee & Viewport
Module › Grease Pencil
Module › Modeling
Module › Nodes & Physics
Module › Pipeline, Assets & IO
Module › Platforms, Builds, Tests & Devices
Module › Python API
Module › Render & Cycles
Module › Sculpt, Paint & Texture
Module › Triaging
Module › User Interface
Module › VFX & Video
Platform/FreeBSD
Platform/Linux
Platform/macOS
Platform/Windows
Priority › High
Priority › Low
Priority › Normal
Priority › Unbreak Now!
Status › Archived
Status › Confirmed
Status › Duplicate
Status › Needs Information from Developers
Status › Needs Information from User
Status › Needs Triage
Status › Resolved
Type › Bug
Type › Design
Type › Known Issue
Type › Patch
Type › Report
Type › To Do
No Milestone
No project
No Assignees
11 Participants
Notifications
Due Date

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#72842
Loading…
There is no content yet.