Selection is covered by unselected geometry in ortho display #78482

Open
opened 2020-07-01 01:54:59 +02:00 by Paul Kotelevets · 20 comments

System Information
Operating system: Linux-4.15.0-51-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116

Blender Version
Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-06-29 21:12, hash: f28e59bd74
Worked: 2.79

Short description of error
Vertices and facedots selection is not visible from the top ortho view, selected elements are covered by unselected.
Architectural modeling consists of working with stacks of vertical geometry (walls, windows, etc.)
To select vertical stack of geometry for modifications (like changing windos size) or material painting is used non-ortho selection markups (selecting some part of geometry), and then expanding this selection to the entire stack by selecting elements from the top otho view.
2.79 example GIF:
Fast_selection.gif

Making vertices/facedots selection unobvious from top/ortho view makes working with vertical stacks of geometry unobvious and hard. PNG:
изображение.png

Exact steps for others to reproduce the error
1D_BUILDING_PAINTING.blend

  • Open file
  • In Solid shading, select some geometry

Switch shading to wireframe, go to top ortho view.

I would like to "expand" this selection to whole vertical array using box select, but I can't see what is selected now.

**System Information** Operating system: Linux-4.15.0-51-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116 **Blender Version** Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-06-29 21:12, hash: `f28e59bd74` Worked: 2.79 **Short description of error** Vertices and facedots selection is not visible from the top ortho view, selected elements are covered by unselected. Architectural modeling consists of working with stacks of vertical geometry (walls, windows, etc.) To select vertical stack of geometry for modifications (like changing windos size) or material painting is used non-ortho selection markups (selecting some part of geometry), and then expanding this selection to the entire stack by selecting elements from the top otho view. 2.79 example GIF: ![Fast_selection.gif](https://archive.blender.org/developer/F8656008/Fast_selection.gif) Making vertices/facedots selection unobvious from top/ortho view makes working with vertical stacks of geometry unobvious and hard. PNG: ![изображение.png](https://archive.blender.org/developer/F8656017/изображение.png) **Exact steps for others to reproduce the error** [1D_BUILDING_PAINTING.blend](https://archive.blender.org/developer/F8656020/1D_BUILDING_PAINTING.blend) - Open file - In Solid shading, select some geometry # Switch shading to wireframe, go to top ortho view. I would like to "expand" this selection to whole vertical array using box select, but I can't see what is selected now.

Added subscriber: @1D_Inc

Added subscriber: @1D_Inc

Added subscriber: @MikhailShablin

Added subscriber: @MikhailShablin

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Let me see if I got it.
So in Blender 2.79 the selected face dots were always drawn above the unselected ones. Right?
So, to keep the same behavior in Blender 2.90, the point selected in the image below has to be drawn above the black one?
image.png
Got it correctly?

Let me see if I got it. So in Blender 2.79 the selected face dots were always drawn above the unselected ones. Right? So, to keep the same behavior in Blender 2.90, the point selected in the image below has to be drawn above the black one? ![image.png](https://archive.blender.org/developer/F8657887/image.png) Got it correctly?

In #78482#970944, @mano-wii wrote:
Got it correctly?

Yes.
Selected edges was drawn ontop of unselected too, but in some random oder .
However, selected edges overlap display is useful even with such kind of random (that makes it clear, that this selection is not front-faced) for the cases with lots of stacked geometry like architectural modeling.
It allows you to estimate the size and distribution of the selection to extend.

2.79 Solid/wire:
изображение.png
изображение.png
изображение.png

2.83: selection is completely blocked by unselected, so is it not always obvious where is it or whether it is present at all

изображение.png
изображение.png
изображение.png

> In #78482#970944, @mano-wii wrote: > Got it correctly? Yes. Selected edges was drawn ontop of unselected too, but in some random oder . However, selected edges overlap display is useful even with such kind of random (that makes it clear, that this selection is not front-faced) for the cases with lots of stacked geometry like architectural modeling. It allows you to estimate the size and distribution of the selection to extend. 2.79 Solid/wire: ![изображение.png](https://archive.blender.org/developer/F8658165/изображение.png) ![изображение.png](https://archive.blender.org/developer/F8658175/изображение.png) ![изображение.png](https://archive.blender.org/developer/F8658169/изображение.png) 2.83: selection is completely blocked by unselected, so is it not always obvious where is it or whether it is present at all ![изображение.png](https://archive.blender.org/developer/F8658146/изображение.png) ![изображение.png](https://archive.blender.org/developer/F8658148/изображение.png) ![изображение.png](https://archive.blender.org/developer/F8658177/изображение.png)
Richard Antalik changed title from Vertices and facedots selection is blocked with unselected geometry elements in ortho display. to Selection is covered by unselected geometry in ortho display 2020-07-02 03:15:42 +02:00

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

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

Added subscriber: @kaiwas

Added subscriber: @kaiwas

working on vector references is really hard

Peek 2020-07-02 10-57.gif
114.blend

working on vector references is really hard ![Peek 2020-07-02 10-57.gif](https://archive.blender.org/developer/F8659210/Peek_2020-07-02_10-57.gif) [114.blend](https://archive.blender.org/developer/F8659212/114.blend)

Selection is covered by unselected geometry...

Yes, "covered" is better term for this.
Thanks)

> Selection is covered by unselected geometry... Yes, "covered" is better term for this. Thanks)

Added subscriber: @finirpar

Added subscriber: @finirpar

Nice ticket.
This issue also affects any repeating ornamental design, it makes impossible detecting profile selection for fixing.Vertices selection.png

Nice ticket. This issue also affects any repeating ornamental design, it makes impossible detecting profile selection for fixing.![Vertices selection.png](https://archive.blender.org/developer/F8670797/Vertices_selection.png)

Added subscriber: @ckohl_art

Added subscriber: @ckohl_art

Any news on this?
We still cant use Blender 2.8+ for modeling because of that issue.
Thi workflow issue causes problems every several seconds of work, turning modeling process into the game of guessing.

Any news on this? We still cant use Blender 2.8+ for modeling because of that issue. Thi workflow issue causes problems every several seconds of work, turning modeling process into the game of guessing.

Added subscribers: @ideasman42, @fclem

Added subscribers: @ideasman42, @fclem

This was lost because the edit mesh drawing was way too slow in 2.79.

An easy fix would be to draw the mesh cage twice and let the selected element show through (without depth test). This would be only available in xray edit mode drawing (xray slider < 1.0).
In my opinion we should only let the vertices/facedots show through to avoid too much confusion.

This would be an opt-in feature. I don't know if we should put it inside the overlay pop-over (already well populated) or the user preferences.

I can work on this feature for 2.91 it should be really quick to implement.

cc @ideasman42

This was lost because the edit mesh drawing was way too slow in 2.79. An easy fix would be to draw the mesh cage twice and let the selected element show through (without depth test). This would be only available in xray edit mode drawing (xray slider < 1.0). In my opinion we should only let the vertices/facedots show through to avoid too much confusion. This would be an opt-in feature. I don't know if we should put it inside the overlay pop-over (already well populated) or the user preferences. I can work on this feature for 2.91 it should be really quick to implement. cc @ideasman42

In #78482#1014796, @fclem wrote:
This was lost because the edit mesh drawing was way too slow in 2.79.

Understandable

An easy fix would be to draw the mesh cage twice and let the selected element show through (without depth test). This would be only available in xray edit mode drawing (xray slider < 1.0).

This will be used mostly with wireframe mode as well.

In my opinion we should only let the vertices/facedots show through to avoid too much confusion.

I think that two options would be nice to have - for verts/facedots and edges.
This will make this setup flexible.

This would be an opt-in feature. I don't know if we should put it inside the overlay pop-over (already well populated) or the user preferences.

Basically, this is a workflow-dependent usability feature.
If you are making architectural modeling, or other type of modeling with profiles and repeating patterns, there are no cases when you will need to switch it on/off frequently enough to put it in popup - you just need it permanently to detect your selection.
You will definitely prefer just run every file in that mode, instead of switching it back and forth per viewport, so in my opinion it deserves to be placed in user preferences, to influence the entire application.
If this feature does not make an issue for your type of modeling - same thing, no frequent switching.

I would recommend to enable this by default, because it make viable pretty much wide range of modeling workflows, with the ability to turn it off in user prefrences in case it is needed to obtain a better performance on heavy meshes.

I can work on this feature for 2.91 it should be really quick to implement.

cc @ideasman42

That would be great. There is no hurry, we are just using 2.79 for all the modeling, but this issue is a serious limitation we cannot surpass.
Thank you for the answer.

> In #78482#1014796, @fclem wrote: > This was lost because the edit mesh drawing was way too slow in 2.79. Understandable > An easy fix would be to draw the mesh cage twice and let the selected element show through (without depth test). This would be only available in xray edit mode drawing (xray slider < 1.0). This will be used mostly with wireframe mode as well. > In my opinion we should only let the vertices/facedots show through to avoid too much confusion. I think that two options would be nice to have - for verts/facedots and edges. This will make this setup flexible. > This would be an opt-in feature. I don't know if we should put it inside the overlay pop-over (already well populated) or the user preferences. Basically, this is a workflow-dependent usability feature. If you are making architectural modeling, or other type of modeling with profiles and repeating patterns, there are no cases when you will need to switch it on/off frequently enough to put it in popup - you just need it permanently to detect your selection. You will definitely prefer just run every file in that mode, instead of switching it back and forth per viewport, so in my opinion it deserves to be placed in user preferences, to influence the entire application. If this feature does not make an issue for your type of modeling - same thing, no frequent switching. I would recommend to enable this by default, because it make viable pretty much wide range of modeling workflows, with the ability to turn it off in user prefrences in case it is needed to obtain a better performance on heavy meshes. > I can work on this feature for 2.91 it should be really quick to implement. > > cc @ideasman42 That would be great. There is no hurry, we are just using 2.79 for all the modeling, but this issue is a serious limitation we cannot surpass. Thank you for the answer.

There are two critical issues left to solve - show selected elements through in edit mode, and thick outline in object mode (so you can't visually detect how precisely boundary of mesh of your selected object fits surrounding objects, which is critical, for example, for 3d printing), but this one should be a separate task, I guess.

There are two critical issues left to solve - show selected elements through in edit mode, and thick outline in object mode (so you can't visually detect how precisely boundary of mesh of your selected object fits surrounding objects, which is critical, for example, for 3d printing), but this one should be a separate task, I guess.

Added subscriber: @APEC

Added subscriber: @APEC

Are there troubles with troubleshooting?

Are there troubles with troubleshooting?
Contributor

Added subscriber: @Gilberto.R

Added subscriber: @Gilberto.R
Thomas Dinges added this to the 2.91 milestone 2023-02-08 16:19:12 +01:00
Philipp Oeser removed the
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EEVEE & Viewport
label 2023-02-09 15:14:50 +01:00
Brecht Van Lommel removed this from the 2.91 milestone 2023-03-23 18:17:38 +01:00
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Reference: blender/blender#78482
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