Highlight selected face option causes overall fade overlay #73912
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Reference: blender/blender#73912
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 400 Intel 4.4.0 - Build 20.19.15.5070
Blender Version
Broken: version: 2.83 (sub 3), branch: master, commit date: 2020-02-14 23:40, hash:
92a56bbe6a
Worked: (optional)
Short description of error
In edit mode when the Highlight Selected Facesoption is ON, there's overall faded overlay in the mesh. Happens in all render engine, solid or viewport rendered mode and even in 2.82.Exact steps for others to reproduce the error
Here's a test file so you don't have to make it.
Just turn on/off the option.
Test file.blend
Highlight Selected Faces ON
Highlight Selected Faces OFF
Added subscriber: @Pasang
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @ideasman42
Could you explain why this is a problem?
Changed status from 'Confirmed' to: 'Needs User Info'
That option is only supposed to toggle the highlight of the selected faces. But it fades the entire geometry when the option is on. It shouldn't happen at all. This is why I reported it as a bug.
It happens in 2.82 release as well but it's subtle.
Changed status from 'Needs User Info' to: 'Confirmed'
Confirmed the opacity of the overlay increased in 2.83 (master).
From your report:
As you saying this should not be any overlay? or that it should match 2.82?
The change in master is caused by
804e90b42d
.The blending function in
source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
isn't handling alpha properly.This resolves the overlay issue but causes a black background.
@ideasman42 The blending IS done properly. This was done on purpose. The issue is that now we are doing blending in linear space for correctness which change pretty much all UI colors which use alpha blending. So we should patch the theme instead of the blending function.
@fclem are you sure about this? Using linear color didn't impact alpha handling in other areas of Blender IIRC.
Blending color in linear space shouldn't have to change alpha strength.
A white overlay on a black surface seems much lighter than it should be.
Toggle edit-mode on this file.
black_overlay.blend
Alpha handling is totally dependent on colorspace. In your example 0.07(linear) ^ (1.0/2.2) is almost 0.3(srgb). Because everything is now rendering in linear space all blending is also done in this space. Which is why brighter colors are more blended by alpha blending than before (visually speaking but linear values are correct).
A 50% white in linear (radiometrically speaking) is not perceived as Half grey by human eye.
This is also why I did a trick to blend background colors to have perceptually pleasing gradient (i interpolated in non linear space).
But here we cannot have a one liner patch because the blending is done in linear space by opengl and compositing is done much further than where this happens.
We cannot autopatch theme because it depends on the perceived color.
Reminder that this move to linear colors is to make things move in the direction of HDR support / better AA / better colormanagement in general.
This issue was referenced by
a31bd3f7b5
Changed status from 'Confirmed' to: 'Resolved'
Even with the difference between perceptual-brightness/RGB-value the change in brightness seemed very strong.
Although changing the face overlay color to black doesn't have the same impact.
Committed tweak to the theme to reduce the intensity for bright colors.
Added subscriber: @1D_Inc
Speaking of face overlays, it was turned to white.
White overlay makes vertices/edges selection dim due to lower contrast with brighter faces, so we changing it to black in theme settings.
We also constantly keeping highlight edges checkbox in mesh edit mode overlays turned on to percept selection properly.