Open nurb2kea opened 6 months ago
Hi! Thank you for reporting the issue. I don't have the problem on 4.1 (On Windows), but I think I can see what is the issue. Could you try the fix here: https://github.com/JulienHeijmans/quicksnap/tree/fix-np-deprec
Hi,
yepp seems to work OK. Only thing is when I set the highlight of verts, edges and faces to 5 it’s still a bit tiny & the vertical edges diplay thicker than the others, and it looks like edges from the backface appearing as well. 
Anyways, thanks for the fix so far! 🙂🙃
On 25 Mar 2024, at 9:59 AM, Julien Heijmans @.***> wrote:
Hi! Thank you for reporting the issue. I don't have the problem on 4.1 (On Windows), but I think I can see what is the issue. Could you try the fix here: https://github.com/JulienHeijmans/quicksnap/tree/fix-np-deprec
— Reply to this email directly, view it on GitHub https://github.com/JulienHeijmans/quicksnap/issues/69#issuecomment-2017504931, or unsubscribe https://github.com/notifications/unsubscribe-auth/ANYBCNKYAVUWG7LLM3AFAGDYZ7RN3AVCNFSM6AAAAABE6PSTKSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDAMJXGUYDIOJTGE. You are receiving this because you authored the thread.
Thank you for following up! So, the line width was completely ignored, the way it was set before was deprecated by opengl, but I can set it in the shader. I did that, and also fixed some other issues that caused some highlight not to be drawn at all.
It is in the last change on the same branch (here). Could you give it a try?
As for:
the vertical edges diplay thicker than the others, and it looks like edges from the backface appearing as well.
I think that the all the edges (even behind some other geometry) of the origin/target points/edge/face were always drawn, to be able to understand what point is selected even if it is behind some other geometry. Do you mean something else?
For the line width of the vertical lines, it might just be how anti-aliasing is done. Or it was related to the issue I fixed. Tell me how it looks :)
Hi,
here the line width is better to see, but the rectangles around the vertices are still small and the problem with the highlighted lines are offset.


On 25 Mar 2024, at 11:59 AM, Julien Heijmans @.***> wrote:
Thank you for following up! So, the line width was completely ignored, the way it was set before was deprecated by opengl, but I can set it in the shader. I did that, and also fixed some other issues that caused some highlight not to be drawn at all.
It is in the last change on the same branch (here https://github.com/JulienHeijmans/quicksnap/tree/fix-np-deprec). Could you give it a try?
As for:
the vertical edges diplay thicker than the others, and it looks like edges from the backface appearing as well.
I think that the all the edges (even behind some other geometry) of the origin/target points/edge/face were always drawn, to be able to understand what point is selected even if it is behind some other geometry. Do you mean something else?
For the line width of the vertical lines, it might just be how anti-aliasing is done. Or it was related to the issue I fixed. Tell me how it looks :)
— Reply to this email directly, view it on GitHub https://github.com/JulienHeijmans/quicksnap/issues/69#issuecomment-2017731600, or unsubscribe https://github.com/notifications/unsubscribe-auth/ANYBCNNEA3AJ6Z3U3MXJRBTYZ77PPAVCNFSM6AAAAABE6PSTKSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDAMJXG4ZTCNRQGA. You are receiving this because you authored the thread.
Could you post the images here: https://github.com/JulienHeijmans/quicksnap/issues/69
It looks like github fails to upload them when you attach them to an email.
Thank you for the videos! This is really strange, I will need to make some search to understand. Out of curiosity, if you resize the window so that the viewport is roughly square, do the lines become even? Or if the viewport is rectangular but vertical, do the horizontal lines become larger?
As far as I experience it, nothing changes with the viewport ratio!
Alright, thank you for testing that out! (By the way, just to make sure, that offset of the highlight, it is only in your capture, right? Or it is also in your viewport?)
? What you see is 4 x 3dviewport when I use quicksnap. So it's in my 3dviewport and the screen capture. Or what do you mean!?
On your screenshots and video recordings, the highlights are offset to the right. In the picture below for example, the face highlight is not aligned with the actual face of the cube, it is floating to the right of the actual face
It's the same as in the video. Faces are offset to the right and away (in normal direction) from the cube, in my 3dviewport and the screenshots.
Hi, just ran into this issue. With blender 4.0x it's working fine. I'm on macOS silicon and blender 4.1 silicon. and QuickSnap 1.4.5
This message comes up when just initialising quicksnap.