It's counter-intuitive, but dividing seems to be the right approach here. If we multiply by W, the effective offset changes in an undesirable way when zooming in or out. I don't really know how…
Previously it was like this: overlay_uniform_color and overlay_depth_only use overlay_depth_only_vert.glsl Now it is like this: overlay_uniform_color uses overlay_uniform_color_vert.glsl, and…
That's a very large negative value. I could use FLT_EPSILON though, perhaps not as minimum for the property, but that I add it before sending the value to the shader, to make sure it's never 0…
This is necessary because the value is -1.0 when the checkbox is disabled. That is how the shader knows whether to use the regular face color or the retopology face color. Alternatively I could…
^=
operator to ENUM_OPERATORS macro
Sorry about the force push, there were merge conflicts and I didn't know how else to fix it.
Oh and another note: I think the depth only pass uses a mesh with modifiers that have "show in edit mode" enabled, while the overlay pass uses a mesh with modifiers that have "show on cage"…
It's quite difficult to tell front faces from back faces in retopology mode.
I have two proposed solutions:
- Use a different color for front and back (I was thinking blue and red).
- Cull…
Works great! I just have a one suggestion left.
IMO the Z-bias slider shouldn't be able to go all the way to 0 and turn the overlay off. Only the toggle should be able to disable the…