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

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opened 2020-01-01 22:38:32 +01:00 by Jesse Yurkovich · 25 comments

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)
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Added subscriber: @deadpin

Added subscriber: @deadpin

#88806 was marked as duplicate of this issue

#88806 was marked as duplicate of this issue

#83897 was marked as duplicate of this issue

#83897 was marked as duplicate of this issue

#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

Added subscriber: @mano-wii

Added subscriber: @mano-wii

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

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

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.
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Added subscriber: @Blendify

Added subscriber: @Blendify
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Aaron Carlisle self-assigned this 2020-02-07 04:56:33 +01:00
Member

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

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

Changed status from 'Resolved' to: 'Confirmed'

Changed status from 'Resolved' to: 'Confirmed'
Member

Seems to still be an issue

Seems to still be an issue
Member

Added subscriber: @EVH1

Added subscriber: @EVH1
Evan Wilson 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) 2020-02-08 04:20:45 +01:00
Aaron Carlisle removed their assignment 2020-02-08 20:04:33 +01:00

Added subscriber: @Rongix

Added subscriber: @Rongix

Removed subscriber: @Rongix

Removed subscriber: @Rongix

Added subscriber: @ozzkar

Added subscriber: @ozzkar

Added subscribers: @APEC, @PratikPB2123

Added subscribers: @APEC, @PratikPB2123

Added subscriber: @GeRo

Added subscriber: @GeRo

Added subscriber: @lcas

Added subscriber: @lcas

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.
Philipp Oeser removed the
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Reference: blender/blender#72842
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