Fix: Display nodelinks consistently across different UI scales #111270
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Reference: blender/blender#111270
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Delete Branch "lone_noel/blender:nodelink-consistent-scale"
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Adjust the width, dash length and amount of anti-aliasing of node links
so they look the same independent of the UI scaling.
Adding another parameter to the shader exceeded the limit of 16
attributes. Therefore the parameters to describe the dashes (length,
factor, alpha) are passed in together as a vector.
Issue
On high-dpi displays (e.g. mac retina screens) the node links can look
blurry and the dashes become too narrow. Reported here #102919
The issues are shown in the bottom left image in the comparison tables.
Comparison
The main thing to notice is how for a Resolution Scale of 1.0 the links
look almost identical, except maybe a little crisper.
For larger Resolution scales the PR prevents the described issues and
keeps the look of the links consistent.
Large Zoom
Small Zoom
Small Resolution Scale
Currently using a small resolution scale causes aliasing along the
edges of node links.
The changes look reasonable, and clearly you've done thorough testing based on the PR description. Thanks!
@ -47,3 +48,2 @@
.vertex_in(12, Type::FLOAT, "thickness")
.vertex_in(13, Type::FLOAT, "dash_factor")
.vertex_in(14, Type::FLOAT, "dash_alpha")
.vertex_in(13, Type::VEC3, "dash_params")
I guess this is working around a limitation of the number of vertex inputs? Might be nice to mention that in the commit message.
Yeah, exactly. Added that to the commit message!
When going over this again, I noticed that it's cleaner to also move the
LINK_WIDTH
from theexpandSize
to thethickness
parameter. It was odd how there were two parameters controlling the width of the link...So the
expandSize
simply becomes theaspect
which is only really used to undo the scaling of the view.This also allowed for a small improvement to the anti-aliasing of the dashes. Before the size of the smoothing was in view space creating some aliasing when zoomed out.
It also means both the link and the dashes can use the sane
ANTIALIAS
constant in the fragment shader, which is nice.Comparison
Here it's noticable how the dashes caused some aliasing when zoomed out.