diff --git a/src/libslic3r/CMakeLists.txt b/src/libslic3r/CMakeLists.txt
index 881466b39..9f566b405 100644
--- a/src/libslic3r/CMakeLists.txt
+++ b/src/libslic3r/CMakeLists.txt
@@ -187,6 +187,8 @@ add_library(libslic3r STATIC
     Utils.hpp
     Time.cpp
     Time.hpp
+    TriangleSelector.cpp
+    TriangleSelector.hpp
     MTUtils.hpp
     VoronoiOffset.cpp
     VoronoiOffset.hpp
diff --git a/src/libslic3r/Model.cpp b/src/libslic3r/Model.cpp
index 0719cac8c..b6bae489b 100644
--- a/src/libslic3r/Model.cpp
+++ b/src/libslic3r/Model.cpp
@@ -2,6 +2,7 @@
 #include "ModelArrange.hpp"
 #include "Geometry.hpp"
 #include "MTUtils.hpp"
+#include "TriangleSelector.hpp"
 
 #include "Format/AMF.hpp"
 #include "Format/OBJ.hpp"
@@ -1833,25 +1834,21 @@ arrangement::ArrangePolygon ModelInstance::get_arrange_polygon() const
 std::vector<int> FacetsAnnotation::get_facets(FacetSupportType type) const
 {
     std::vector<int> out;
-    for (auto& [facet_idx, this_type] : m_data)
+    /*for (auto& [facet_idx, this_type] : m_data)
         if (this_type == type)
             out.push_back(facet_idx);
-    return out;
+    */return out;
 }
 
 
 
-void FacetsAnnotation::set_facet(int idx, FacetSupportType type)
+void FacetsAnnotation::set(const TriangleSelector& selector)
 {
-    bool changed = true;
-
-    if (type == FacetSupportType::NONE)
-        changed = m_data.erase(idx) != 0;
-    else
-        m_data[idx] = type;
-
-    if (changed)
+    std::map<int, std::vector<bool>> sel_map = selector.serialize();
+    if (sel_map != m_data) {
+        m_data = sel_map;
         update_timestamp();
+    }
 }
 
 
diff --git a/src/libslic3r/Model.hpp b/src/libslic3r/Model.hpp
index be298ae4b..de20e0fdc 100644
--- a/src/libslic3r/Model.hpp
+++ b/src/libslic3r/Model.hpp
@@ -39,6 +39,7 @@ class ModelVolume;
 class ModelWipeTower;
 class Print;
 class SLAPrint;
+class TriangleSelector;
 
 namespace UndoRedo {
 	class StackImpl;
@@ -404,8 +405,9 @@ class FacetsAnnotation {
 public:
     using ClockType = std::chrono::steady_clock;
 
+    const std::map<int, std::vector<bool>>& get_data() const { return m_data; }
+    void set(const TriangleSelector& selector);
     std::vector<int> get_facets(FacetSupportType type) const;
-    void set_facet(int idx, FacetSupportType type);
     void clear();
 
     ClockType::time_point get_timestamp() const { return timestamp; }
@@ -419,7 +421,7 @@ public:
     }
 
 private:
-    std::map<int, FacetSupportType> m_data;
+    std::map<int, std::vector<bool>> m_data;
 
     ClockType::time_point timestamp;
     void update_timestamp() {
diff --git a/src/libslic3r/TriangleSelector.cpp b/src/libslic3r/TriangleSelector.cpp
new file mode 100644
index 000000000..340f5a29a
--- /dev/null
+++ b/src/libslic3r/TriangleSelector.cpp
@@ -0,0 +1,654 @@
+#include "TriangleSelector.hpp"
+#include "Model.hpp"
+
+
+namespace Slic3r {
+
+
+
+// sides_to_split==-1 : just restore previous split
+void TriangleSelector::Triangle::set_division(int sides_to_split, int special_side_idx)
+{
+    assert(sides_to_split >=-1 && sides_to_split <= 3);
+    assert(special_side_idx >=-1 && special_side_idx < 3);
+
+    // If splitting one or two sides, second argument must be provided.
+    assert(sides_to_split != 1 || special_side_idx != -1);
+    assert(sides_to_split != 2 || special_side_idx != -1);
+
+    if (sides_to_split != -1) {
+        this->number_of_splits = sides_to_split;
+        if (sides_to_split != 0) {
+            assert(old_number_of_splits == 0);
+            this->special_side_idx = special_side_idx;
+            this->old_number_of_splits = sides_to_split;
+        }
+    }
+    else {
+        assert(old_number_of_splits != 0);
+        this->number_of_splits = old_number_of_splits;
+        // indices of children should still be there.
+    }
+}
+
+
+
+void TriangleSelector::select_patch(const Vec3f& hit, int facet_start,
+                                    const Vec3f& source, const Vec3f& dir,
+                                    float radius_sqr, FacetSupportType new_state)
+{
+    assert(facet_start < m_orig_size_indices);
+    assert(is_approx(dir.norm(), 1.f));
+
+    // Save current cursor center, squared radius and camera direction,
+    // so we don't have to pass it around.
+    m_cursor = {hit, source, dir, radius_sqr};
+
+    // Now start with the facet the pointer points to and check all adjacent facets.
+    std::vector<int> facets_to_check{facet_start};
+    std::vector<bool> visited(m_orig_size_indices, false); // keep track of facets we already processed
+    int facet_idx = 0; // index into facets_to_check
+    while (facet_idx < int(facets_to_check.size())) {
+        int facet = facets_to_check[facet_idx];
+        if (! visited[facet]) {
+            if (select_triangle(facet, new_state)) {
+                // add neighboring facets to list to be proccessed later
+                for (int n=0; n<3; ++n) {
+                    if (faces_camera(m_mesh->stl.neighbors_start[facet].neighbor[n]))
+                        facets_to_check.push_back(m_mesh->stl.neighbors_start[facet].neighbor[n]);
+                }
+            }
+        }
+        visited[facet] = true;
+        ++facet_idx;
+    }
+}
+
+
+
+// Selects either the whole triangle (discarding any children it had), or divides
+// the triangle recursively, selecting just subtriangles truly inside the circle.
+// This is done by an actual recursive call. Returns false if the triangle is
+// outside the cursor.
+bool TriangleSelector::select_triangle(int facet_idx, FacetSupportType type, bool recursive_call)
+{
+    assert(facet_idx < int(m_triangles.size()));
+
+    Triangle* tr = &m_triangles[facet_idx];
+    if (! tr->valid)
+        return false;
+
+    int num_of_inside_vertices = vertices_inside(facet_idx);
+
+    if (num_of_inside_vertices == 0
+     && ! is_pointer_in_triangle(facet_idx)
+     && ! is_edge_inside_cursor(facet_idx))
+        return false;
+
+    if (num_of_inside_vertices == 3) {
+        // dump any subdivision and select whole triangle
+        undivide_triangle(facet_idx);
+        tr->set_state(type);
+    } else {
+        // the triangle is partially inside, let's recursively divide it
+        // (if not already) and try selecting its children.
+
+        if (! tr->is_split() && tr->get_state() == type) {
+            // This is leaf triangle that is already of correct type as a whole.
+            // No need to split, all children would end up selected anyway.
+            return true;
+        }
+
+        split_triangle(facet_idx);
+        tr = &m_triangles[facet_idx]; // might have been invalidated
+
+
+        int num_of_children = tr->number_of_split_sides() + 1;
+        if (num_of_children != 1) {
+            for (int i=0; i<num_of_children; ++i) {
+                assert(i < int(tr->children.size()));
+                assert(tr->children[i] < int(m_triangles.size()));
+
+                select_triangle(tr->children[i], type, true);
+                tr = &m_triangles[facet_idx]; // might have been invalidated
+            }
+        }
+    }
+
+    if (! recursive_call) {
+        // In case that all children are leafs and have the same state now,
+        // they may be removed and substituted by the parent triangle.
+        remove_useless_children(facet_idx);
+
+        // Make sure that we did not lose track of invalid triangles.
+        assert(m_invalid_triangles == std::count_if(m_triangles.begin(), m_triangles.end(),
+                   [](const Triangle& tr) { return ! tr.valid; }));
+
+        // Do garbage collection maybe?
+        if (2*m_invalid_triangles > int(m_triangles.size()))
+            garbage_collect();
+    }
+    return true;
+}
+
+
+void TriangleSelector::split_triangle(int facet_idx)
+{
+    if (m_triangles[facet_idx].is_split()) {
+        // The triangle is divided already.
+        return;
+    }
+
+    Triangle* tr = &m_triangles[facet_idx];
+
+    FacetSupportType old_type = tr->get_state();
+
+    if (tr->was_split_before() != 0) {
+        // This triangle is not split at the moment, but was at one point
+        // in history. We can just restore it and resurrect its children.
+        tr->set_division(-1);
+        for (int i=0; i<=tr->number_of_split_sides(); ++i) {
+            m_triangles[tr->children[i]].set_state(old_type);
+            m_triangles[tr->children[i]].valid = true;
+            --m_invalid_triangles;
+        }
+        return;
+    }
+
+    // If we got here, we are about to actually split the triangle.
+    const double limit_squared = m_edge_limit_sqr;
+
+    std::array<int, 3>& facet = tr->verts_idxs;
+    const stl_vertex* pts[3] = { &m_vertices[facet[0]].v, &m_vertices[facet[1]].v, &m_vertices[facet[2]].v};
+    double sides[3] = { (*pts[2]-*pts[1]).squaredNorm(),
+                        (*pts[0]-*pts[2]).squaredNorm(),
+                        (*pts[1]-*pts[0]).squaredNorm() };
+
+    std::vector<int> sides_to_split;
+    int side_to_keep = -1;
+    for (int pt_idx = 0; pt_idx<3; ++pt_idx) {
+        if (sides[pt_idx] > limit_squared)
+            sides_to_split.push_back(pt_idx);
+        else
+            side_to_keep = pt_idx;
+    }
+    if (sides_to_split.empty()) {
+        // This shall be unselected.
+        tr->set_division(0);
+        return;
+    }
+
+    // Save how the triangle will be split. Second argument makes sense only for one
+    // or two split sides, otherwise the value is ignored.
+    tr->set_division(sides_to_split.size(),
+        sides_to_split.size() == 2 ? side_to_keep : sides_to_split[0]);
+
+    perform_split(facet_idx, old_type);
+}
+
+
+// Calculate distance of a point from a line.
+bool TriangleSelector::is_point_inside_cursor(const Vec3f& point) const
+{
+    Vec3f diff = m_cursor.center - point;
+    return (diff - diff.dot(m_cursor.dir) * m_cursor.dir).squaredNorm() < m_cursor.radius_sqr;
+}
+
+
+// Is pointer in a triangle?
+bool TriangleSelector::is_pointer_in_triangle(int facet_idx) const
+{
+    auto signed_volume_sign = [](const Vec3f& a, const Vec3f& b,
+                                 const Vec3f& c, const Vec3f& d) -> bool {
+        return ((b-a).cross(c-a)).dot(d-a) > 0.;
+    };
+
+    const Vec3f& p1 = m_vertices[m_triangles[facet_idx].verts_idxs[0]].v;
+    const Vec3f& p2 = m_vertices[m_triangles[facet_idx].verts_idxs[1]].v;
+    const Vec3f& p3 = m_vertices[m_triangles[facet_idx].verts_idxs[2]].v;
+    const Vec3f& q1 = m_cursor.center + m_cursor.dir;
+    const Vec3f  q2 = m_cursor.center - m_cursor.dir;
+
+    if (signed_volume_sign(q1,p1,p2,p3) != signed_volume_sign(q2,p1,p2,p3))  {
+        bool pos = signed_volume_sign(q1,q2,p1,p2);
+        if (signed_volume_sign(q1,q2,p2,p3) == pos && signed_volume_sign(q1,q2,p3,p1) == pos)
+            return true;
+    }
+    return false;
+}
+
+
+
+// Determine whether this facet is potentially visible (still can be obscured).
+bool TriangleSelector::faces_camera(int facet) const
+{
+    assert(facet < m_orig_size_indices);
+    // The normal is cached in mesh->stl, use it.
+    return (m_mesh->stl.facet_start[facet].normal.dot(m_cursor.dir) < 0.);
+}
+
+
+// How many vertices of a triangle are inside the circle?
+int TriangleSelector::vertices_inside(int facet_idx) const
+{
+    int inside = 0;
+    for (size_t i=0; i<3; ++i) {
+        if (is_point_inside_cursor(m_vertices[m_triangles[facet_idx].verts_idxs[i]].v))
+            ++inside;
+    }
+    return inside;
+}
+
+
+// Is edge inside cursor?
+bool TriangleSelector::is_edge_inside_cursor(int facet_idx) const
+{
+    Vec3f pts[3];
+    for (int i=0; i<3; ++i)
+        pts[i] = m_vertices[m_triangles[facet_idx].verts_idxs[i]].v;
+
+    const Vec3f& p = m_cursor.center;
+
+    for (int side = 0; side < 3; ++side) {
+        const Vec3f& a = pts[side];
+        const Vec3f& b = pts[side<2 ? side+1 : 0];
+        Vec3f s = (b-a).normalized();
+        float t = (p-a).dot(s);
+        Vec3f vector = a+t*s - p;
+
+        // vector is 3D vector from center to the intersection. What we want to
+        // measure is length of its projection onto plane perpendicular to dir.
+        float dist_sqr = vector.squaredNorm() - std::pow(vector.dot(m_cursor.dir), 2.f);
+        if (dist_sqr < m_cursor.radius_sqr && t>=0.f && t<=(b-a).norm())
+            return true;
+    }
+    return false;
+}
+
+
+
+// Recursively remove all subtriangles.
+void TriangleSelector::undivide_triangle(int facet_idx)
+{
+    assert(facet_idx < int(m_triangles.size()));
+    Triangle& tr = m_triangles[facet_idx];
+
+    if (tr.is_split()) {
+        for (int i=0; i<=tr.number_of_split_sides(); ++i) {
+            undivide_triangle(tr.children[i]);
+            m_triangles[tr.children[i]].valid = false;
+            ++m_invalid_triangles;
+        }
+        tr.set_division(0); // not split
+    }
+}
+
+
+void TriangleSelector::remove_useless_children(int facet_idx)
+{
+    // Check that all children are leafs of the same type. If not, try to
+    // make them (recursive call). Remove them if sucessful.
+
+    assert(facet_idx < int(m_triangles.size()) && m_triangles[facet_idx].valid);
+    Triangle& tr = m_triangles[facet_idx];
+
+    if (! tr.is_split()) {
+        // This is a leaf, there nothing to do. This can happen during the
+        // first (non-recursive call). Shouldn't otherwise.
+        return;
+    }
+
+    // Call this for all non-leaf children.
+    for (int child_idx=0; child_idx<=tr.number_of_split_sides(); ++child_idx) {
+        assert(child_idx < int(m_triangles.size()) && m_triangles[child_idx].valid);
+        if (m_triangles[tr.children[child_idx]].is_split())
+            remove_useless_children(tr.children[child_idx]);
+    }
+
+
+    // Return if a child is not leaf or two children differ in type.
+    FacetSupportType first_child_type = FacetSupportType::NONE;
+    for (int child_idx=0; child_idx<=tr.number_of_split_sides(); ++child_idx) {
+        if (m_triangles[tr.children[child_idx]].is_split())
+            return;
+        if (child_idx == 0)
+            first_child_type = m_triangles[tr.children[0]].get_state();
+        else if (m_triangles[tr.children[child_idx]].get_state() != first_child_type)
+            return;
+    }
+
+    // If we got here, the children can be removed.
+    undivide_triangle(facet_idx);
+    tr.set_state(first_child_type);
+}
+
+
+
+void TriangleSelector::garbage_collect()
+{
+    // First make a map from old to new triangle indices.
+    int new_idx = m_orig_size_indices;
+    std::vector<int> new_triangle_indices(m_triangles.size(), -1);
+    for (int i = m_orig_size_indices; i<int(m_triangles.size()); ++i) {
+        if (m_triangles[i].valid) {
+            new_triangle_indices[i] = new_idx;
+            ++new_idx;
+        } else {
+            // Decrement reference counter for the vertices.
+            for (int j=0; j<3; ++j)
+                --m_vertices[m_triangles[i].verts_idxs[j]].ref_cnt;
+        }
+    }
+
+    // Now we know which vertices are not referenced anymore. Make a map
+    // from old idxs to new ones, like we did for triangles.
+    new_idx = m_orig_size_vertices;
+    std::vector<int> new_vertices_indices(m_vertices.size(), -1);
+    for (int i=m_orig_size_vertices; i<int(m_vertices.size()); ++i) {
+        assert(m_vertices[i].ref_cnt >= 0);
+        if (m_vertices[i].ref_cnt != 0) {
+            new_vertices_indices[i] = new_idx;
+            ++new_idx;
+        }
+    }
+
+    // We can remove all invalid triangles and vertices that are no longer referenced.
+    m_triangles.erase(std::remove_if(m_triangles.begin()+m_orig_size_indices, m_triangles.end(),
+                          [](const Triangle& tr) { return ! tr.valid; }),
+                      m_triangles.end());
+    m_vertices.erase(std::remove_if(m_vertices.begin()+m_orig_size_vertices, m_vertices.end(),
+                          [](const Vertex& vert) { return vert.ref_cnt == 0; }),
+                      m_vertices.end());
+
+    // Now go through all remaining triangles and update changed indices.
+    for (Triangle& tr : m_triangles) {
+        assert(tr.valid);
+
+        if (tr.is_split()) {
+            // There are children. Update their indices.
+            for (int j=0; j<=tr.number_of_split_sides(); ++j) {
+                assert(new_triangle_indices[tr.children[j]] != -1);
+                tr.children[j] = new_triangle_indices[tr.children[j]];
+            }
+        }
+
+        // Update indices into m_vertices. The original vertices are never
+        // touched and need not be reindexed.
+        for (int& idx : tr.verts_idxs) {
+            if (idx >= m_orig_size_vertices) {
+                assert(new_vertices_indices[idx] != -1);
+                idx = new_vertices_indices[idx];
+            }
+        }
+
+        // If this triangle was split before, forget it.
+        // Children referenced in the cache are dead by now.
+        tr.forget_history();
+    }
+
+    m_invalid_triangles = 0;
+}
+
+TriangleSelector::TriangleSelector(const TriangleMesh& mesh)
+    : m_mesh{&mesh}
+{
+    reset();
+}
+
+
+void TriangleSelector::reset()
+{
+    if (! m_orig_size_indices != 0) // unless this is run from constructor
+        garbage_collect();
+    m_vertices.clear();
+    m_triangles.clear();
+    for (const stl_vertex& vert : m_mesh->its.vertices)
+        m_vertices.emplace_back(vert);
+    for (const stl_triangle_vertex_indices& ind : m_mesh->its.indices)
+        push_triangle(ind[0], ind[1], ind[2]);
+    m_orig_size_vertices = m_vertices.size();
+    m_orig_size_indices = m_triangles.size();
+    m_invalid_triangles = 0;
+}
+
+
+
+
+
+void TriangleSelector::set_edge_limit(float edge_limit)
+{
+    float new_limit_sqr = std::pow(edge_limit, 2.f);
+
+    if (new_limit_sqr != m_edge_limit_sqr) {
+        m_edge_limit_sqr = new_limit_sqr;
+
+        // The way how triangles split may be different now, forget
+        // all cached splits.
+        garbage_collect();
+    }
+}
+
+
+
+void TriangleSelector::push_triangle(int a, int b, int c)
+{
+    for (int i : {a, b, c}) {
+        assert(i >= 0 && i < int(m_vertices.size()));
+        ++m_vertices[i].ref_cnt;
+    }
+    m_triangles.emplace_back(a, b, c);
+}
+
+
+void TriangleSelector::perform_split(int facet_idx, FacetSupportType old_state)
+{
+    Triangle* tr = &m_triangles[facet_idx];
+
+    assert(tr->is_split());
+
+    // Read info about how to split this triangle.
+    int sides_to_split = tr->number_of_split_sides();
+
+    // indices of triangle vertices
+    std::vector<int> verts_idxs;
+    int idx = tr->special_side();
+    for (int j=0; j<3; ++j) {
+        verts_idxs.push_back(tr->verts_idxs[idx++]);
+        if (idx == 3)
+            idx = 0;
+    }
+
+    if (sides_to_split == 1) {
+        m_vertices.emplace_back((m_vertices[verts_idxs[1]].v + m_vertices[verts_idxs[2]].v)/2.);
+        verts_idxs.insert(verts_idxs.begin()+2, m_vertices.size() - 1);
+
+        push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[2]);
+        push_triangle(verts_idxs[2], verts_idxs[3], verts_idxs[0]);
+    }
+
+    if (sides_to_split == 2) {
+        m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[1]].v)/2.);
+        verts_idxs.insert(verts_idxs.begin()+1, m_vertices.size() - 1);
+
+        m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[3]].v)/2.);
+        verts_idxs.insert(verts_idxs.begin()+4, m_vertices.size() - 1);
+
+        push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[4]);
+        push_triangle(verts_idxs[1], verts_idxs[2], verts_idxs[4]);
+        push_triangle(verts_idxs[2], verts_idxs[3], verts_idxs[4]);
+    }
+
+    if (sides_to_split == 3) {
+        m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[1]].v)/2.);
+        verts_idxs.insert(verts_idxs.begin()+1, m_vertices.size() - 1);
+        m_vertices.emplace_back((m_vertices[verts_idxs[2]].v + m_vertices[verts_idxs[3]].v)/2.);
+        verts_idxs.insert(verts_idxs.begin()+3, m_vertices.size() - 1);
+        m_vertices.emplace_back((m_vertices[verts_idxs[4]].v + m_vertices[verts_idxs[0]].v)/2.);
+        verts_idxs.insert(verts_idxs.begin()+5, m_vertices.size() - 1);
+
+        push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[5]);
+        push_triangle(verts_idxs[1], verts_idxs[2], verts_idxs[3]);
+        push_triangle(verts_idxs[3], verts_idxs[4], verts_idxs[5]);
+        push_triangle(verts_idxs[1], verts_idxs[3], verts_idxs[5]);
+    }
+
+    tr = &m_triangles[facet_idx]; // may have been invalidated
+
+    // And save the children. All children should start in the same state as the triangle we just split.
+    assert(sides_to_split <= 3);
+    for (int i=0; i<=sides_to_split; ++i) {
+        tr->children[i] = m_triangles.size()-1-i;
+        m_triangles[tr->children[i]].set_state(old_state);
+    }
+}
+
+
+std::map<int, std::vector<bool>> TriangleSelector::serialize() const
+{
+    // Each original triangle of the mesh is assigned a number encoding its state
+    // or how it is split. Each triangle is encoded by 4 bits (xxyy):
+    // leaf triangle: xx = FacetSupportType, yy = 0
+    // non-leaf:      xx = special side, yy = number of split sides
+    // These are bitwise appended and formed into one 64-bit integer.
+
+    // The function returns a map from original triangle indices to
+    // stream of bits encoding state and offsprings.
+
+    std::map<int, std::vector<bool>> out;
+    for (int i=0; i<m_orig_size_indices; ++i) {
+        const Triangle& tr = m_triangles[i];
+
+        if (! tr.is_split() && tr.get_state() == FacetSupportType::NONE)
+            continue; // no need to save anything, unsplit and unselected is default
+
+        std::vector<bool> data; // complete encoding of this mesh triangle
+        int stored_triangles = 0; // how many have been already encoded
+
+        std::function<void(int)> serialize_recursive;
+        serialize_recursive = [this, &serialize_recursive, &stored_triangles, &data](int facet_idx) {
+            const Triangle& tr = m_triangles[facet_idx];
+
+            // Always save number of split sides. It is zero for unsplit triangles.
+            int split_sides = tr.number_of_split_sides();
+            assert(split_sides >= 0 && split_sides <= 3);
+
+            //data |= (split_sides << (stored_triangles * 4));
+            data.push_back(split_sides & 0b01);
+            data.push_back(split_sides & 0b10);
+
+            if (tr.is_split()) {
+                // If this triangle is split, save which side is split (in case
+                // of one split) or kept (in case of two splits). The value will
+                // be ignored for 3-side split.
+                assert(split_sides > 0);
+                assert(tr.special_side() >= 0 && tr.special_side() <= 3);
+                data.push_back(tr.special_side() & 0b01);
+                data.push_back(tr.special_side() & 0b10);
+                ++stored_triangles;
+                // Now save all children.
+                for (int child_idx=0; child_idx<=split_sides; ++child_idx)
+                    serialize_recursive(tr.children[child_idx]);
+            } else {
+                // In case this is leaf, we better save information about its state.
+                assert(int(tr.get_state()) <= 3);
+                data.push_back(int(tr.get_state()) & 0b01);
+                data.push_back(int(tr.get_state()) & 0b10);
+                ++stored_triangles;
+            }
+        };
+
+        serialize_recursive(i);
+        out[i] = data;
+    }
+
+    return out;
+}
+
+void TriangleSelector::deserialize(const std::map<int, std::vector<bool>> data)
+{
+    reset(); // dump any current state
+    for (const auto& [triangle_id, code] : data) {
+        assert(triangle_id < int(m_triangles.size()));
+        int processed_triangles = 0;
+        struct ProcessingInfo {
+            int facet_id = 0;
+            int processed_children = 0;
+            int total_children = 0;
+        };
+
+        // Vector to store all parents that have offsprings.
+        std::vector<ProcessingInfo> parents;
+
+        while (true) {
+            // Read next triangle info.
+            int next_code = 0;
+            for (int i=3; i>=0; --i) {
+                next_code = next_code << 1;
+                next_code |= int(code[4 * processed_triangles + i]);
+            }
+            ++processed_triangles;
+
+            int num_of_split_sides = (next_code & 0b11);
+            int num_of_children = num_of_split_sides != 0 ? num_of_split_sides + 1 : 0;
+            bool is_split = num_of_children != 0;
+            FacetSupportType state = FacetSupportType(next_code >> 2);
+            int special_side = (next_code >> 2);
+
+            // Take care of the first iteration separately, so handling of the others is simpler.
+            if (parents.empty()) {
+                if (! is_split) {
+                    // root is not split. just set the state and that's it.
+                    m_triangles[triangle_id].set_state(state);
+                    break;
+                } else {
+                    // root is split, add it into list of parents and split it.
+                    // then go to the next.
+                    parents.push_back({triangle_id, 0, num_of_children});
+                    m_triangles[triangle_id].set_division(num_of_children-1, special_side);
+                    perform_split(triangle_id, FacetSupportType::NONE);
+                    continue;
+                }
+            }
+
+            // This is not the first iteration. This triangle is a child of last seen parent.
+            assert(! parents.empty());
+            assert(parents.back().processed_children < parents.back().total_children);
+
+            if (is_split) {
+                // split the triangle and save it as parent of the next ones.
+                const ProcessingInfo& last = parents.back();
+                int this_idx = m_triangles[last.facet_id].children[last.processed_children];
+                m_triangles[this_idx].set_division(num_of_children-1, special_side);
+                perform_split(this_idx, FacetSupportType::NONE);
+                parents.push_back({this_idx, 0, num_of_children});
+            } else {
+                // this triangle belongs to last split one
+                m_triangles[m_triangles[parents.back().facet_id].children[parents.back().processed_children]].set_state(state);
+                ++parents.back().processed_children;
+            }
+
+
+            // If all children of the past parent triangle are claimed, move to grandparent.
+            while (parents.back().processed_children == parents.back().total_children) {
+                parents.pop_back();
+
+                if (parents.empty())
+                    break;
+
+                // And increment the grandparent children counter, because
+                // we have just finished that branch and got back here.
+                ++parents.back().processed_children;
+            }
+
+            // In case we popped back the root, we should be done.
+            if (parents.empty())
+                break;
+        }
+
+    }
+}
+
+
+
+
+} // namespace Slic3r
diff --git a/src/libslic3r/TriangleSelector.hpp b/src/libslic3r/TriangleSelector.hpp
new file mode 100644
index 000000000..943029548
--- /dev/null
+++ b/src/libslic3r/TriangleSelector.hpp
@@ -0,0 +1,149 @@
+#ifndef libslic3r_TriangleSelector_hpp_
+#define libslic3r_TriangleSelector_hpp_
+
+#define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
+
+
+#include "Point.hpp"
+#include "TriangleMesh.hpp"
+
+namespace Slic3r {
+
+enum class FacetSupportType : int8_t;
+
+
+
+// Following class holds information about selected triangles. It also has power
+// to recursively subdivide the triangles and make the selection finer.
+class TriangleSelector {
+public:
+    void set_edge_limit(float edge_limit);
+
+    // Create new object on a TriangleMesh. The referenced mesh must
+    // stay valid, a ptr to it is saved and used.
+    explicit TriangleSelector(const TriangleMesh& mesh);
+
+    // Select all triangles fully inside the circle, subdivide where needed.
+    void select_patch(const Vec3f& hit,    // point where to start
+                      int facet_start,     // facet that point belongs to
+                      const Vec3f& source, // camera position (mesh coords)
+                      const Vec3f& dir,    // direction of the ray (mesh coords)
+                      float radius_sqr,    // squared radius of the cursor
+                      FacetSupportType new_state);   // enforcer or blocker?
+
+
+    // Clear everything and make the tree empty.
+    void reset();
+
+    // Remove all unnecessary data.
+    void garbage_collect();
+
+    // Store the division trees in compact form (a long stream of
+    // bits for each triangle of the original mesh).
+    std::map<int, std::vector<bool>> serialize() const;
+
+    // Load serialized data. Assumes that correct mesh is loaded.
+    void deserialize(const std::map<int, std::vector<bool>> data);
+
+
+protected:
+    // Triangle and info about how it's split.
+    class Triangle {
+    public:
+        // Use TriangleSelector::push_triangle to create a new triangle.
+        // It increments/decrements reference counter on vertices.
+        Triangle(int a, int b, int c)
+            : verts_idxs{a, b, c},
+              state{FacetSupportType(0)},
+              number_of_splits{0},
+              special_side_idx{0},
+              old_number_of_splits{0}
+        {}
+        // Indices into m_vertices.
+        std::array<int, 3> verts_idxs;
+
+        // Is this triangle valid or marked to be removed?
+        bool valid{true};
+
+        // Children triangles.
+        std::array<int, 4> children;
+
+        // Set the division type.
+        void set_division(int sides_to_split, int special_side_idx = -1);
+
+        // Get/set current state.
+        void set_state(FacetSupportType type) { assert(! is_split()); state = type; }
+        FacetSupportType get_state() const { assert(! is_split()); return state; }
+
+        // Get info on how it's split.
+        bool is_split() const { return number_of_split_sides() != 0; }
+        int number_of_split_sides() const { return number_of_splits; }
+        int special_side() const  { assert(is_split()); return special_side_idx; }
+        bool was_split_before() const { return old_number_of_splits != 0; }
+        void forget_history() { old_number_of_splits = 0; }
+
+    private:
+        int number_of_splits;
+        int special_side_idx;
+        FacetSupportType state;
+
+        // How many children were spawned during last split?
+        // Is not reset on remerging the triangle.
+        int old_number_of_splits;
+    };
+
+    struct Vertex {
+        explicit Vertex(const stl_vertex& vert)
+            : v{vert},
+              ref_cnt{0}
+        {}
+        stl_vertex v;
+        int ref_cnt;
+    };
+
+    // Lists of vertices and triangles, both original and new
+    std::vector<Vertex> m_vertices;
+    std::vector<Triangle> m_triangles;
+    const TriangleMesh* m_mesh;
+
+    // Number of invalid triangles (to trigger garbage collection).
+    int m_invalid_triangles;
+
+    // Limiting length of triangle side (squared).
+    float m_edge_limit_sqr = 1.f;
+
+    // Number of original vertices and triangles.
+    int m_orig_size_vertices;
+    int m_orig_size_indices;
+
+    // Cache for cursor position, radius and direction.
+    struct Cursor {
+        Vec3f center;
+        Vec3f source;
+        Vec3f dir;
+        float radius_sqr;
+    };
+
+    Cursor m_cursor;
+
+    // Private functions:
+    bool select_triangle(int facet_idx, FacetSupportType type,
+                         bool recursive_call = false);
+    bool is_point_inside_cursor(const Vec3f& point) const;
+    int  vertices_inside(int facet_idx) const;
+    bool faces_camera(int facet) const;
+    void undivide_triangle(int facet_idx);
+    void split_triangle(int facet_idx);
+    void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant.
+    bool is_pointer_in_triangle(int facet_idx) const;
+    bool is_edge_inside_cursor(int facet_idx) const;
+    void push_triangle(int a, int b, int c);
+    void perform_split(int facet_idx, FacetSupportType old_state);
+};
+
+
+
+
+} // namespace Slic3r
+
+#endif // libslic3r_TriangleSelector_hpp_
diff --git a/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.cpp b/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.cpp
index 01427ec09..ca7695907 100644
--- a/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.cpp
+++ b/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.cpp
@@ -89,15 +89,12 @@ void GLGizmoFdmSupports::set_fdm_support_data(ModelObject* model_object, const S
 
 void GLGizmoFdmSupports::on_render() const
 {
-    //const Selection& selection = m_parent.get_selection();
+    const Selection& selection = m_parent.get_selection();
 
     glsafe(::glEnable(GL_BLEND));
     glsafe(::glEnable(GL_DEPTH_TEST));
 
-    //render_triangles(selection);
-
-    if (m_triangle_selector && ! m_setting_angle)
-        m_triangle_selector->render(m_imgui);
+    render_triangles(selection);
 
     m_c->object_clipper()->render_cut();
     render_cursor_circle();
@@ -148,14 +145,9 @@ void GLGizmoFdmSupports::render_triangles(const Selection& selection) const
         glsafe(::glPushMatrix());
         glsafe(::glMultMatrixd(trafo_matrix.data()));
 
-        // Now render both enforcers and blockers.
-        //for (int i=0; i<2; ++i) {
-        //    glsafe(::glColor4f(i ? 1.f : 0.2f, 0.2f, i ? 0.2f : 1.0f, 0.5f));
-        //    for (const GLIndexedVertexArray& iva : m_ivas[mesh_id][i]) {
-                if (m_iva.has_VBOs())
-                    m_iva.render();
-        //    }
-        //}
+        if (! m_setting_angle)
+            m_triangle_selectors[mesh_id]->render(m_imgui);
+
         glsafe(::glPopMatrix());
         if (is_left_handed)
             glsafe(::glFrontFace(GL_CCW));
@@ -212,16 +204,14 @@ void GLGizmoFdmSupports::render_cursor_circle() const
 
 void GLGizmoFdmSupports::update_model_object() const
 {
-    return;
-    /*ModelObject* mo = m_c->selection_info()->model_object();
+    ModelObject* mo = m_c->selection_info()->model_object();
     int idx = -1;
     for (ModelVolume* mv : mo->volumes) {
         ++idx;
         if (! mv->is_model_part())
             continue;
-        for (int i=0; i<int(m_selected_facets[idx].size()); ++i)
-            mv->m_supported_facets.set_facet(i, m_selected_facets[idx][i]);
-    }*/
+        mv->m_supported_facets.set(*m_triangle_selectors[idx].get());
+    }
 }
 
 
@@ -230,21 +220,7 @@ void GLGizmoFdmSupports::update_from_model_object()
     wxBusyCursor wait;
 
     const ModelObject* mo = m_c->selection_info()->model_object();
-    /*size_t num_of_volumes = 0;
-    for (const ModelVolume* mv : mo->volumes)
-        if (mv->is_model_part())
-            ++num_of_volumes;
-    m_selected_facets.resize(num_of_volumes);*/
-
-    m_triangle_selector = std::make_unique<TriangleSelector>(mo->volumes.front()->mesh());
-
-    /*m_ivas.clear();
-    m_ivas.resize(num_of_volumes);
-    for (size_t i=0; i<num_of_volumes; ++i) {
-        m_ivas[i][0].reserve(MaxVertexBuffers);
-        m_ivas[i][1].reserve(MaxVertexBuffers);
-    }
-
+    m_triangle_selectors.clear();
 
     int volume_id = -1;
     for (const ModelVolume* mv : mo->volumes) {
@@ -256,17 +232,9 @@ void GLGizmoFdmSupports::update_from_model_object()
         // This mesh does not account for the possible Z up SLA offset.
         const TriangleMesh* mesh = &mv->mesh();
 
-        m_selected_facets[volume_id].assign(mesh->its.indices.size(), FacetSupportType::NONE);
-
-        // Load current state from ModelVolume.
-        for (FacetSupportType type : {FacetSupportType::ENFORCER, FacetSupportType::BLOCKER}) {
-            const std::vector<int>& list = mv->m_supported_facets.get_facets(type);
-            for (int i : list)
-                m_selected_facets[volume_id][i] = type;
-        }
-        update_vertex_buffers(mesh, volume_id, FacetSupportType::ENFORCER);
-        update_vertex_buffers(mesh, volume_id, FacetSupportType::BLOCKER);
-    }*/
+        m_triangle_selectors.emplace_back(std::make_unique<TriangleSelectorGUI>(*mesh));
+        m_triangle_selectors.back()->deserialize(mv->m_supported_facets.get_data());
+    }
 }
 
 
@@ -321,7 +289,7 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
      || action == SLAGizmoEventType::RightDown
     || (action == SLAGizmoEventType::Dragging && m_button_down != Button::None)) {
 
-        if (! m_triangle_selector)
+        if (m_triangle_selectors.empty())
             return false;
 
         FacetSupportType new_state = FacetSupportType::NONE;
@@ -426,23 +394,20 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
             }
         }
 
-        // FIXME: just for now, only process first mesh
-        if (mesh_id != 0)
-            return false;
-
         const Transform3d& trafo_matrix = trafo_matrices[mesh_id];
 
         // Calculate how far can a point be from the line (in mesh coords).
         // FIXME: The scaling of the mesh can be non-uniform.
         const Vec3d sf = Geometry::Transformation(trafo_matrix).get_scaling_factor();
         const float avg_scaling = (sf(0) + sf(1) + sf(2))/3.;
-        const float limit = pow(m_cursor_radius/avg_scaling , 2.f);
+        const float limit = std::pow(m_cursor_radius/avg_scaling , 2.f);
 
         // Calculate direction from camera to the hit (in mesh coords):
         Vec3f camera_pos = (trafo_matrix.inverse() * camera.get_position()).cast<float>();
         Vec3f dir = (closest_hit - camera_pos).normalized();
 
-        m_triangle_selector->select_patch(closest_hit, closest_facet, camera_pos,
+        assert(mesh_id < int(m_triangle_selectors.size()));
+        m_triangle_selectors[mesh_id]->select_patch(closest_hit, closest_facet, camera_pos,
                                           dir, limit, new_state);
 
         return true;
@@ -468,7 +433,7 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
 }
 
 
-void GLGizmoFdmSupports::update_vertex_buffers(const TriangleMesh* mesh,
+/*void GLGizmoFdmSupports::update_vertex_buffers(const TriangleMesh* mesh,
                                                int mesh_id,
                                                FacetSupportType type,
                                                const std::vector<size_t>* new_facets)
@@ -506,7 +471,7 @@ void GLGizmoFdmSupports::update_vertex_buffers(const TriangleMesh* mesh,
         if (pushed)
             m_iva.finalize_geometry(true);
 
-    /*} else {
+    } else {
         // we are only appending - let's make new vertex array and let the old ones live
         ivas.push_back(GLIndexedVertexArray());
         for (size_t facet_idx : *new_facets)
@@ -516,9 +481,9 @@ void GLGizmoFdmSupports::update_vertex_buffers(const TriangleMesh* mesh,
             ivas.back().finalize_geometry(true);
         else
             ivas.pop_back();
-    }*/
+    }
 
-}
+}*/
 
 
 void GLGizmoFdmSupports::select_facets_by_angle(float threshold_deg, bool overwrite, bool block)
@@ -761,8 +726,8 @@ void GLGizmoFdmSupports::on_set_state()
         }
         activate_internal_undo_redo_stack(false);
         m_old_mo_id = -1;
-        m_iva.release_geometry();
-        m_selected_facets.clear();
+        //m_iva.release_geometry();
+        m_triangle_selectors.clear();
     }
     m_old_state = m_state;
 }
@@ -800,422 +765,14 @@ void GLGizmoFdmSupports::on_save(cereal::BinaryOutputArchive&) const
 }
 
 
-// sides_to_split==-1 : just restore previous split
-void TriangleSelector::Triangle::set_division(int sides_to_split, int special_side_idx)
+void TriangleSelectorGUI::render(ImGuiWrapper* imgui)
 {
-    assert(sides_to_split >=-1 && sides_to_split <= 3);
-    assert(special_side_idx >=-1 && special_side_idx < 3);
-
-    // If splitting one or two sides, second argument must be provided.
-    assert(sides_to_split != 1 || special_side_idx != -1);
-    assert(sides_to_split != 2 || special_side_idx != -1);
-
-    if (sides_to_split != -1) {
-        this->number_of_splits = sides_to_split;
-        if (sides_to_split != 0) {
-            assert(old_number_of_splits == 0);
-            this->special_side_idx = special_side_idx;
-            this->old_number_of_splits = sides_to_split;
-        }
-    }
-    else {
-        assert(old_number_of_splits != 0);
-        this->number_of_splits = old_number_of_splits;
-        // indices of children should still be there.
-    }
-}
-
-
-
-void TriangleSelector::select_patch(const Vec3f& hit, int facet_start,
-                                    const Vec3f& source, const Vec3f& dir,
-                                    float radius_sqr, FacetSupportType new_state)
-{
-    assert(facet_start < m_orig_size_indices);
-    assert(is_approx(dir.norm(), 1.f));
-
-    // Save current cursor center, squared radius and camera direction,
-    // so we don't have to pass it around.
-    m_cursor = {hit, source, dir, radius_sqr};
-
-    // Now start with the facet the pointer points to and check all adjacent facets.
-    std::vector<int> facets_to_check{facet_start};
-    std::vector<bool> visited(m_orig_size_indices, false); // keep track of facets we already processed
-    int facet_idx = 0; // index into facets_to_check
-    while (facet_idx < int(facets_to_check.size())) {
-        int facet = facets_to_check[facet_idx];
-        if (! visited[facet]) {
-            if (select_triangle(facet, new_state)) {
-                // add neighboring facets to list to be proccessed later
-                for (int n=0; n<3; ++n) {
-                    if (faces_camera(m_mesh->stl.neighbors_start[facet].neighbor[n]))
-                        facets_to_check.push_back(m_mesh->stl.neighbors_start[facet].neighbor[n]);
-                }
-            }
-        }
-        visited[facet] = true;
-        ++facet_idx;
-    }
-}
-
-
-
-// Selects either the whole triangle (discarding any children it had), or divides
-// the triangle recursively, selecting just subtriangles truly inside the circle.
-// This is done by an actual recursive call. Returns false if the triangle is
-// outside the cursor.
-bool TriangleSelector::select_triangle(int facet_idx, FacetSupportType type, bool recursive_call)
-{
-    assert(facet_idx < int(m_triangles.size()));
-
-    Triangle* tr = &m_triangles[facet_idx];
-    if (! tr->valid)
-        return false;
-
-    int num_of_inside_vertices = vertices_inside(facet_idx);
-
-    if (num_of_inside_vertices == 0
-     && ! is_pointer_in_triangle(facet_idx)
-     && ! is_edge_inside_cursor(facet_idx))
-        return false;
-
-    if (num_of_inside_vertices == 3) {
-        // dump any subdivision and select whole triangle
-        undivide_triangle(facet_idx);
-        tr->set_state(type);
-    } else {
-        // the triangle is partially inside, let's recursively divide it
-        // (if not already) and try selecting its children.
-
-        if (! tr->is_split() && tr->get_state() == type) {
-            // This is leaf triangle that is already of correct type as a whole.
-            // No need to split, all children would end up selected anyway.
-            return true;
-        }
-
-        split_triangle(facet_idx);
-        tr = &m_triangles[facet_idx]; // might have been invalidated
-
-
-        int num_of_children = tr->number_of_split_sides() + 1;
-        if (num_of_children != 1) {
-            for (int i=0; i<num_of_children; ++i) {
-                assert(i < int(tr->children.size()));
-                assert(tr->children[i] < int(m_triangles.size()));
-
-                select_triangle(tr->children[i], type, true);
-                tr = &m_triangles[facet_idx]; // might have been invalidated
-            }
-        }
-    }
-
-    if (! recursive_call) {
-        // In case that all children are leafs and have the same state now,
-        // they may be removed and substituted by the parent triangle.
-        remove_useless_children(facet_idx);
-
-        // Make sure that we did not lose track of invalid triangles.
-        assert(m_invalid_triangles == std::count_if(m_triangles.begin(), m_triangles.end(),
-                   [](const Triangle& tr) { return ! tr.valid; }));
-
-        // Do garbage collection maybe?
-        if (2*m_invalid_triangles > int(m_triangles.size()))
-            garbage_collect();
-    }
-    return true;
-}
-
-
-void TriangleSelector::split_triangle(int facet_idx)
-{
-    if (m_triangles[facet_idx].is_split()) {
-        // The triangle is divided already.
-        return;
-    }
-
-    Triangle* tr = &m_triangles[facet_idx];
-
-    FacetSupportType old_type = tr->get_state();
-
-    if (tr->was_split_before() != 0) {
-        // This triangle is not split at the moment, but was at one point
-        // in history. We can just restore it and resurrect its children.
-        tr->set_division(-1);
-        for (int i=0; i<=tr->number_of_split_sides(); ++i) {
-            m_triangles[tr->children[i]].set_state(old_type);
-            m_triangles[tr->children[i]].valid = true;
-            --m_invalid_triangles;
-        }
-        return;
-    }
-
-    // If we got here, we are about to actually split the triangle.
-    const double limit_squared = m_edge_limit_sqr;
-
-    std::array<int, 3>& facet = tr->verts_idxs;
-    const stl_vertex* pts[3] = { &m_vertices[facet[0]].v, &m_vertices[facet[1]].v, &m_vertices[facet[2]].v};
-    double sides[3] = { (*pts[2]-*pts[1]).squaredNorm(),
-                        (*pts[0]-*pts[2]).squaredNorm(),
-                        (*pts[1]-*pts[0]).squaredNorm() };
-
-    std::vector<int> sides_to_split;
-    int side_to_keep = -1;
-    for (int pt_idx = 0; pt_idx<3; ++pt_idx) {
-        if (sides[pt_idx] > limit_squared)
-            sides_to_split.push_back(pt_idx);
-        else
-            side_to_keep = pt_idx;
-    }
-    if (sides_to_split.empty()) {
-        // This shall be unselected.
-        tr->set_division(0);
-        return;
-    }
-
-    // Save how the triangle will be split. Second argument makes sense only for one
-    // or two split sides, otherwise the value is ignored.
-    tr->set_division(sides_to_split.size(),
-        sides_to_split.size() == 2 ? side_to_keep : sides_to_split[0]);
-
-    perform_split(facet_idx, old_type);
-}
-
-
-// Calculate distance of a point from a line.
-bool TriangleSelector::is_point_inside_cursor(const Vec3f& point) const
-{
-    Vec3f diff = m_cursor.center - point;
-    return (diff - diff.dot(m_cursor.dir) * m_cursor.dir).squaredNorm() < m_cursor.radius_sqr;
-}
-
-
-// Is pointer in a triangle?
-bool TriangleSelector::is_pointer_in_triangle(int facet_idx) const
-{
-    auto signed_volume_sign = [](const Vec3f& a, const Vec3f& b,
-                                 const Vec3f& c, const Vec3f& d) -> bool {
-        return ((b-a).cross(c-a)).dot(d-a) > 0.;
-    };
-
-    const Vec3f& p1 = m_vertices[m_triangles[facet_idx].verts_idxs[0]].v;
-    const Vec3f& p2 = m_vertices[m_triangles[facet_idx].verts_idxs[1]].v;
-    const Vec3f& p3 = m_vertices[m_triangles[facet_idx].verts_idxs[2]].v;
-    const Vec3f& q1 = m_cursor.center + m_cursor.dir;
-    const Vec3f  q2 = m_cursor.center - m_cursor.dir;
-
-    if (signed_volume_sign(q1,p1,p2,p3) != signed_volume_sign(q2,p1,p2,p3))  {
-        bool pos = signed_volume_sign(q1,q2,p1,p2);
-        if (signed_volume_sign(q1,q2,p2,p3) == pos && signed_volume_sign(q1,q2,p3,p1) == pos)
-            return true;
-    }
-    return false;
-}
-
-
-
-// Determine whether this facet is potentially visible (still can be obscured).
-bool TriangleSelector::faces_camera(int facet) const
-{
-    assert(facet < m_orig_size_indices);
-    // The normal is cached in mesh->stl, use it.
-    return (m_mesh->stl.facet_start[facet].normal.dot(m_cursor.dir) < 0.);
-}
-
-
-// How many vertices of a triangle are inside the circle?
-int TriangleSelector::vertices_inside(int facet_idx) const
-{
-    int inside = 0;
-    for (size_t i=0; i<3; ++i) {
-        if (is_point_inside_cursor(m_vertices[m_triangles[facet_idx].verts_idxs[i]].v))
-            ++inside;
-    }
-    return inside;
-}
-
-
-// Is edge inside cursor?
-bool TriangleSelector::is_edge_inside_cursor(int facet_idx) const
-{
-    Vec3f pts[3];
-    for (int i=0; i<3; ++i)
-        pts[i] = m_vertices[m_triangles[facet_idx].verts_idxs[i]].v;
-
-    const Vec3f& p = m_cursor.center;
-
-    for (int side = 0; side < 3; ++side) {
-        const Vec3f& a = pts[side];
-        const Vec3f& b = pts[side<2 ? side+1 : 0];
-        Vec3f s = (b-a).normalized();
-        float t = (p-a).dot(s);
-        Vec3f vector = a+t*s - p;
-
-        // vector is 3D vector from center to the intersection. What we want to
-        // measure is length of its projection onto plane perpendicular to dir.
-        float dist_sqr = vector.squaredNorm() - std::pow(vector.dot(m_cursor.dir), 2.f);
-        if (dist_sqr < m_cursor.radius_sqr && t>=0.f && t<=(b-a).norm())
-            return true;
-    }
-    return false;
-}
-
-
-
-// Recursively remove all subtriangles.
-void TriangleSelector::undivide_triangle(int facet_idx)
-{
-    assert(facet_idx < int(m_triangles.size()));
-    Triangle& tr = m_triangles[facet_idx];
-
-    if (tr.is_split()) {
-        for (int i=0; i<=tr.number_of_split_sides(); ++i) {
-            undivide_triangle(tr.children[i]);
-            m_triangles[tr.children[i]].valid = false;
-            ++m_invalid_triangles;
-        }
-        tr.set_division(0); // not split
-    }
-}
-
-
-void TriangleSelector::remove_useless_children(int facet_idx)
-{
-    // Check that all children are leafs of the same type. If not, try to
-    // make them (recursive call). Remove them if sucessful.
-
-    assert(facet_idx < int(m_triangles.size()) && m_triangles[facet_idx].valid);
-    Triangle& tr = m_triangles[facet_idx];
-
-    if (! tr.is_split()) {
-        // This is a leaf, there nothing to do. This can happen during the
-        // first (non-recursive call). Shouldn't otherwise.
-        return;
-    }
-
-    // Call this for all non-leaf children.
-    for (int child_idx=0; child_idx<=tr.number_of_split_sides(); ++child_idx) {
-        assert(child_idx < int(m_triangles.size()) && m_triangles[child_idx].valid);
-        if (m_triangles[tr.children[child_idx]].is_split())
-            remove_useless_children(tr.children[child_idx]);
-    }
-
-
-    // Return if a child is not leaf or two children differ in type.
-    FacetSupportType first_child_type = FacetSupportType::NONE;
-    for (int child_idx=0; child_idx<=tr.number_of_split_sides(); ++child_idx) {
-        if (m_triangles[tr.children[child_idx]].is_split())
-            return;
-        if (child_idx == 0)
-            first_child_type = m_triangles[tr.children[0]].get_state();
-        else if (m_triangles[tr.children[child_idx]].get_state() != first_child_type)
-            return;
-    }
-
-    // If we got here, the children can be removed.
-    undivide_triangle(facet_idx);
-    tr.set_state(first_child_type);
-}
-
-
-
-void TriangleSelector::garbage_collect()
-{
-    // First make a map from old to new triangle indices.
-    int new_idx = m_orig_size_indices;
-    std::vector<int> new_triangle_indices(m_triangles.size(), -1);
-    for (int i = m_orig_size_indices; i<int(m_triangles.size()); ++i) {
-        if (m_triangles[i].valid) {
-            new_triangle_indices[i] = new_idx;
-            ++new_idx;
-        } else {
-            // Decrement reference counter for the vertices.
-            for (int j=0; j<3; ++j)
-                --m_vertices[m_triangles[i].verts_idxs[j]].ref_cnt;
-        }
-    }
-
-    // Now we know which vertices are not referenced anymore. Make a map
-    // from old idxs to new ones, like we did for triangles.
-    new_idx = m_orig_size_vertices;
-    std::vector<int> new_vertices_indices(m_vertices.size(), -1);
-    for (int i=m_orig_size_vertices; i<int(m_vertices.size()); ++i) {
-        assert(m_vertices[i].ref_cnt >= 0);
-        if (m_vertices[i].ref_cnt != 0) {
-            new_vertices_indices[i] = new_idx;
-            ++new_idx;
-        }
-    }
-
-    // We can remove all invalid triangles and vertices that are no longer referenced.
-    m_triangles.erase(std::remove_if(m_triangles.begin()+m_orig_size_indices, m_triangles.end(),
-                          [](const Triangle& tr) { return ! tr.valid; }),
-                      m_triangles.end());
-    m_vertices.erase(std::remove_if(m_vertices.begin()+m_orig_size_vertices, m_vertices.end(),
-                          [](const Vertex& vert) { return vert.ref_cnt == 0; }),
-                      m_vertices.end());
-
-    // Now go through all remaining triangles and update changed indices.
-    for (Triangle& tr : m_triangles) {
-        assert(tr.valid);
-
-        if (tr.is_split()) {
-            // There are children. Update their indices.
-            for (int j=0; j<=tr.number_of_split_sides(); ++j) {
-                assert(new_triangle_indices[tr.children[j]] != -1);
-                tr.children[j] = new_triangle_indices[tr.children[j]];
-            }
-        }
-
-        // Update indices into m_vertices. The original vertices are never
-        // touched and need not be reindexed.
-        for (int& idx : tr.verts_idxs) {
-            if (idx >= m_orig_size_vertices) {
-                assert(new_vertices_indices[idx] != -1);
-                idx = new_vertices_indices[idx];
-            }
-        }
-
-        // If this triangle was split before, forget it.
-        // Children referenced in the cache are dead by now.
-        tr.forget_history();
-    }
-
-    m_invalid_triangles = 0;
-}
-
-TriangleSelector::TriangleSelector(const TriangleMesh& mesh)
-    : m_mesh{&mesh}
-{
-    reset();
-
-}
-
-
-void TriangleSelector::reset()
-{
-    if (! m_orig_size_indices != 0) // unless this is run from constructor
-        garbage_collect();
-    m_vertices.clear();
-    m_triangles.clear();
-    for (const stl_vertex& vert : m_mesh->its.vertices)
-        m_vertices.emplace_back(vert);
-    for (const stl_triangle_vertex_indices& ind : m_mesh->its.indices)
-        push_triangle(ind[0], ind[1], ind[2]);
-    m_orig_size_vertices = m_vertices.size();
-    m_orig_size_indices = m_triangles.size();
-    m_invalid_triangles = 0;
-}
-
-void TriangleSelector::render(ImGuiWrapper* imgui)
-{
-    Vec3d offset = wxGetApp().model().objects.front()->instances.front()->get_transformation().get_offset();
-    ::glTranslatef(offset.x(), offset.y(), offset.z());
-    ::glScalef(1.005f, 1.005f, 1.005f);
-
-
     int enf_cnt = 0;
     int blc_cnt = 0;
 
+    m_iva_enforcers.release_geometry();
+    m_iva_blockers.release_geometry();
+
     for (const Triangle& tr : m_triangles) {
         if (! tr.valid || tr.is_split() || tr.get_state() == FacetSupportType::NONE)
             continue;
@@ -1245,13 +802,13 @@ void TriangleSelector::render(ImGuiWrapper* imgui)
         ::glColor4f(0.f, 0.f, 1.f, 0.2f);
         m_iva_enforcers.render();
     }
-    m_iva_enforcers.release_geometry();
+
 
     if (m_iva_blockers.has_VBOs()) {
         ::glColor4f(1.f, 0.f, 0.f, 0.2f);
         m_iva_blockers.render();
     }
-    m_iva_blockers.release_geometry();
+
 
 #ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
     if (imgui)
@@ -1262,242 +819,9 @@ void TriangleSelector::render(ImGuiWrapper* imgui)
 }
 
 
-void TriangleSelector::set_edge_limit(float edge_limit)
-{
-    float new_limit_sqr = std::pow(edge_limit, 2.f);
-
-    if (new_limit_sqr != m_edge_limit_sqr) {
-        m_edge_limit_sqr = new_limit_sqr;
-
-        // The way how triangles split may be different now, forget
-        // all cached splits.
-        garbage_collect();
-    }
-}
-
-
-
-void TriangleSelector::push_triangle(int a, int b, int c)
-{
-    for (int i : {a, b, c}) {
-        assert(i >= 0 && i < int(m_vertices.size()));
-        ++m_vertices[i].ref_cnt;
-    }
-    m_triangles.emplace_back(a, b, c);
-}
-
-
-void TriangleSelector::perform_split(int facet_idx, FacetSupportType old_state)
-{
-    Triangle* tr = &m_triangles[facet_idx];
-
-    assert(tr->is_split());
-
-    // Read info about how to split this triangle.
-    int sides_to_split = tr->number_of_split_sides();
-
-    // indices of triangle vertices
-    std::vector<int> verts_idxs;
-    int idx = tr->special_side();
-    for (int j=0; j<3; ++j) {
-        verts_idxs.push_back(tr->verts_idxs[idx++]);
-        if (idx == 3)
-            idx = 0;
-    }
-
-    if (sides_to_split == 1) {
-        m_vertices.emplace_back((m_vertices[verts_idxs[1]].v + m_vertices[verts_idxs[2]].v)/2.);
-        verts_idxs.insert(verts_idxs.begin()+2, m_vertices.size() - 1);
-
-        push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[2]);
-        push_triangle(verts_idxs[2], verts_idxs[3], verts_idxs[0]);
-    }
-
-    if (sides_to_split == 2) {
-        m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[1]].v)/2.);
-        verts_idxs.insert(verts_idxs.begin()+1, m_vertices.size() - 1);
-
-        m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[3]].v)/2.);
-        verts_idxs.insert(verts_idxs.begin()+4, m_vertices.size() - 1);
-
-        push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[4]);
-        push_triangle(verts_idxs[1], verts_idxs[2], verts_idxs[4]);
-        push_triangle(verts_idxs[2], verts_idxs[3], verts_idxs[4]);
-    }
-
-    if (sides_to_split == 3) {
-        m_vertices.emplace_back((m_vertices[verts_idxs[0]].v + m_vertices[verts_idxs[1]].v)/2.);
-        verts_idxs.insert(verts_idxs.begin()+1, m_vertices.size() - 1);
-        m_vertices.emplace_back((m_vertices[verts_idxs[2]].v + m_vertices[verts_idxs[3]].v)/2.);
-        verts_idxs.insert(verts_idxs.begin()+3, m_vertices.size() - 1);
-        m_vertices.emplace_back((m_vertices[verts_idxs[4]].v + m_vertices[verts_idxs[0]].v)/2.);
-        verts_idxs.insert(verts_idxs.begin()+5, m_vertices.size() - 1);
-
-        push_triangle(verts_idxs[0], verts_idxs[1], verts_idxs[5]);
-        push_triangle(verts_idxs[1], verts_idxs[2], verts_idxs[3]);
-        push_triangle(verts_idxs[3], verts_idxs[4], verts_idxs[5]);
-        push_triangle(verts_idxs[1], verts_idxs[3], verts_idxs[5]);
-    }
-
-    tr = &m_triangles[facet_idx]; // may have been invalidated
-
-    // And save the children. All children should start in the same state as the triangle we just split.
-    assert(sides_to_split <= 3);
-    for (int i=0; i<=sides_to_split; ++i) {
-        tr->children[i] = m_triangles.size()-1-i;
-        m_triangles[tr->children[i]].set_state(old_state);
-    }
-}
-
-
-std::map<int, std::vector<bool>> TriangleSelector::serialize() const
-{
-    // Each original triangle of the mesh is assigned a number encoding its state
-    // or how it is split. Each triangle is encoded by 4 bits (xxyy):
-    // leaf triangle: xx = FacetSupportType, yy = 0
-    // non-leaf:      xx = special side, yy = number of split sides
-    // These are bitwise appended and formed into one 64-bit integer.
-
-    // The function returns a map from original triangle indices to
-    // stream of bits encoding state and offsprings.
-
-    std::map<int, std::vector<bool>> out;
-    for (int i=0; i<m_orig_size_indices; ++i) {
-        const Triangle& tr = m_triangles[i];
-
-        if (! tr.is_split() && tr.get_state() == FacetSupportType::NONE)
-            continue; // no need to save anything, unsplit and unselected is default
-
-        std::vector<bool> data; // complete encoding of this mesh triangle
-        int stored_triangles = 0; // how many have been already encoded
-
-        std::function<void(int)> serialize_recursive;
-        serialize_recursive = [this, &serialize_recursive, &stored_triangles, &data](int facet_idx) {
-            const Triangle& tr = m_triangles[facet_idx];
-
-            // Always save number of split sides. It is zero for unsplit triangles.
-            int split_sides = tr.number_of_split_sides();
-            assert(split_sides >= 0 && split_sides <= 3);
-
-            //data |= (split_sides << (stored_triangles * 4));
-            data.push_back(split_sides & 0b01);
-            data.push_back(split_sides & 0b10);
-
-            if (tr.is_split()) {
-                // If this triangle is split, save which side is split (in case
-                // of one split) or kept (in case of two splits). The value will
-                // be ignored for 3-side split.
-                assert(split_sides > 0);
-                assert(tr.special_side() >= 0 && tr.special_side() <= 3);
-                data.push_back(tr.special_side() & 0b01);
-                data.push_back(tr.special_side() & 0b10);
-                ++stored_triangles;
-                // Now save all children.
-                for (int child_idx=0; child_idx<=split_sides; ++child_idx)
-                    serialize_recursive(tr.children[child_idx]);
-            } else {
-                // In case this is leaf, we better save information about its state.
-                assert(int(tr.get_state()) <= 3);
-                data.push_back(int(tr.get_state()) & 0b01);
-                data.push_back(int(tr.get_state()) & 0b10);
-                ++stored_triangles;
-            }
-        };
-
-        serialize_recursive(i);
-        out[i] = data;
-    }
-
-    return out;
-}
-
-void TriangleSelector::deserialize(const std::map<int, std::vector<bool>> data)
-{
-    reset(); // dump any current state
-    for (const auto& [triangle_id, code] : data) {
-        assert(triangle_id < int(m_triangles.size()));
-        int processed_triangles = 0;
-        struct ProcessingInfo {
-            int facet_id = 0;
-            int processed_children = 0;
-            int total_children = 0;
-        };
-
-        // Vector to store all parents that have offsprings.
-        std::vector<ProcessingInfo> parents;
-
-        while (true) {
-            // Read next triangle info.
-            int next_code = 0;
-            for (int i=3; i>=0; --i) {
-                next_code = next_code << 1;
-                next_code |= int(code[4 * processed_triangles + i]);
-            }
-            ++processed_triangles;
-
-            int num_of_split_sides = (next_code & 0b11);
-            int num_of_children = num_of_split_sides != 0 ? num_of_split_sides + 1 : 0;
-            bool is_split = num_of_children != 0;
-            FacetSupportType state = FacetSupportType(next_code >> 2);
-            int special_side = (next_code >> 2);
-
-            // Take care of the first iteration separately, so handling of the others is simpler.
-            if (parents.empty()) {
-                if (! is_split) {
-                    // root is not split. just set the state and that's it.
-                    m_triangles[triangle_id].set_state(state);
-                    break;
-                } else {
-                    // root is split, add it into list of parents and split it.
-                    // then go to the next.
-                    parents.push_back({triangle_id, 0, num_of_children});
-                    m_triangles[triangle_id].set_division(num_of_children-1, special_side);
-                    perform_split(triangle_id, FacetSupportType::NONE);
-                    continue;
-                }
-            }
-
-            // This is not the first iteration. This triangle is a child of last seen parent.
-            assert(! parents.empty());
-            assert(parents.back().processed_children < parents.back().total_children);
-
-            if (is_split) {
-                // split the triangle and save it as parent of the next ones.
-                const ProcessingInfo& last = parents.back();
-                int this_idx = m_triangles[last.facet_id].children[last.processed_children];
-                m_triangles[this_idx].set_division(num_of_children-1, special_side);
-                perform_split(this_idx, FacetSupportType::NONE);
-                parents.push_back({this_idx, 0, num_of_children});
-            } else {
-                // this triangle belongs to last split one
-                m_triangles[m_triangles[parents.back().facet_id].children[parents.back().processed_children]].set_state(state);
-                ++parents.back().processed_children;
-            }
-
-
-            // If all children of the past parent triangle are claimed, move to grandparent.
-            while (parents.back().processed_children == parents.back().total_children) {
-                parents.pop_back();
-
-                if (parents.empty())
-                    break;
-
-                // And increment the grandparent children counter, because
-                // we have just finished that branch and got back here.
-                ++parents.back().processed_children;
-            }
-
-            // In case we popped back the root, we should be done.
-            if (parents.empty())
-                break;
-        }
-
-    }
-}
-
 
 #ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
-void TriangleSelector::render_debug(ImGuiWrapper* imgui)
+void TriangleSelectorGUI::render_debug(ImGuiWrapper* imgui)
 {
     imgui->begin(std::string("TriangleSelector dialog (DEV ONLY)"),
                  ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse);
@@ -1585,5 +909,7 @@ void TriangleSelector::render_debug(ImGuiWrapper* imgui)
 }
 #endif
 
+
+
 } // namespace GUI
 } // namespace Slic3r
diff --git a/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.hpp b/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.hpp
index 099c9a30c..7020bb7d4 100644
--- a/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.hpp
+++ b/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.hpp
@@ -6,11 +6,11 @@
 #include "slic3r/GUI/3DScene.hpp"
 
 #include "libslic3r/ObjectID.hpp"
+#include "libslic3r/TriangleSelector.hpp"
 
 #include <cereal/types/vector.hpp>
 
 
-#define PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
 
 
 namespace Slic3r {
@@ -23,144 +23,26 @@ enum class SLAGizmoEventType : unsigned char;
 class ClippingPlane;
 
 
-// Following class holds information about selected triangles. It also has power
-// to recursively subdivide the triangles and make the selection finer.
-class TriangleSelector {
+
+class TriangleSelectorGUI : public TriangleSelector {
 public:
-    void set_edge_limit(float edge_limit);
-
-    // Create new object on a TriangleMesh. The referenced mesh must
-    // stay valid, a ptr to it is saved and used.
-    explicit TriangleSelector(const TriangleMesh& mesh);
-
-    // Select all triangles fully inside the circle, subdivide where needed.
-    void select_patch(const Vec3f& hit,    // point where to start
-                      int facet_start,     // facet that point belongs to
-                      const Vec3f& source, // camera position (mesh coords)
-                      const Vec3f& dir,    // direction of the ray (mesh coords)
-                      float radius_sqr,    // squared radius of the cursor
-                      FacetSupportType new_state);   // enforcer or blocker?
+    explicit TriangleSelectorGUI(const TriangleMesh& mesh)
+        : TriangleSelector(mesh) {}
 
     // Render current selection. Transformation matrices are supposed
     // to be already set.
     void render(ImGuiWrapper* imgui = nullptr);
 
-    // Clear everything and make the tree empty.
-    void reset();
-
-    // Remove all unnecessary data.
-    void garbage_collect();
-
-    // Store the division trees in compact form (a long stream of
-    // bits for each triangle of the original mesh).
-    std::map<int, std::vector<bool>> serialize() const;
-
-    // Load serialized data. Assumes that correct mesh is loaded.
-    void deserialize(const std::map<int, std::vector<bool>> data);
-
 #ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
     void render_debug(ImGuiWrapper* imgui);
-    bool m_show_triangles{true};
+    bool m_show_triangles{false};
     bool m_show_invalid{false};
 #endif
 
 private:
-    // Triangle and info about how it's split.
-    class Triangle {
-    public:
-        // Use TriangleSelector::push_triangle to create a new triangle.
-        // It increments/decrements reference counter on vertices.
-        Triangle(int a, int b, int c)
-            : verts_idxs{a, b, c},
-              state{FacetSupportType(0)},
-              number_of_splits{0},
-              special_side_idx{0},
-              old_number_of_splits{0}
-        {}
-        // Indices into m_vertices.
-        std::array<int, 3> verts_idxs;
-
-        // Is this triangle valid or marked to be removed?
-        bool valid{true};
-
-        // Children triangles.
-        std::array<int, 4> children;
-
-        // Set the division type.
-        void set_division(int sides_to_split, int special_side_idx = -1);
-
-        // Get/set current state.
-        void set_state(FacetSupportType type) { assert(! is_split()); state = type; }
-        FacetSupportType get_state() const { assert(! is_split()); return state; }
-
-        // Get info on how it's split.
-        bool is_split() const { return number_of_split_sides() != 0; }
-        int number_of_split_sides() const { return number_of_splits; }
-        int special_side() const  { assert(is_split()); return special_side_idx; }
-        bool was_split_before() const { return old_number_of_splits != 0; }
-        void forget_history() { old_number_of_splits = 0; }
-
-    private:
-        int number_of_splits;
-        int special_side_idx;
-        FacetSupportType state;
-
-        // How many children were spawned during last split?
-        // Is not reset on remerging the triangle.
-        int old_number_of_splits;
-    };
-
-    struct Vertex {
-        explicit Vertex(const stl_vertex& vert)
-            : v{vert},
-              ref_cnt{0}
-        {}
-        stl_vertex v;
-        int ref_cnt;
-    };
-
-    // Lists of vertices and triangles, both original and new
-    std::vector<Vertex> m_vertices;
-    std::vector<Triangle> m_triangles;
-    const TriangleMesh* m_mesh;
-
     GLIndexedVertexArray m_iva_enforcers;
     GLIndexedVertexArray m_iva_blockers;
     std::array<GLIndexedVertexArray, 3> m_varrays;
-
-    // Number of invalid triangles (to trigger garbage collection).
-    int m_invalid_triangles;
-
-    // Limiting length of triangle side (squared).
-    float m_edge_limit_sqr = 1.f;
-
-    // Number of original vertices and triangles.
-    int m_orig_size_vertices;
-    int m_orig_size_indices;
-
-    // Cache for cursor position, radius and direction.
-    struct Cursor {
-        Vec3f center;
-        Vec3f source;
-        Vec3f dir;
-        float radius_sqr;
-    };
-
-    Cursor m_cursor;
-
-    // Private functions:
-    bool select_triangle(int facet_idx, FacetSupportType type,
-                         bool recursive_call = false);
-    bool is_point_inside_cursor(const Vec3f& point) const;
-    int  vertices_inside(int facet_idx) const;
-    bool faces_camera(int facet) const;
-    void undivide_triangle(int facet_idx);
-    void split_triangle(int facet_idx);
-    void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant.
-    bool is_pointer_in_triangle(int facet_idx) const;
-    bool is_edge_inside_cursor(int facet_idx) const;
-    void push_triangle(int a, int b, int c);
-    void perform_split(int facet_idx, FacetSupportType old_state);
 };
 
 
@@ -178,17 +60,8 @@ private:
     static constexpr float CursorRadiusMax  = 8.f;
     static constexpr float CursorRadiusStep = 0.2f;
 
-    // For each model-part volume, store a list of statuses of
-    // individual facets (one of the enum values above).
-    std::vector<std::vector<FacetSupportType>> m_selected_facets;
-
-    GLIndexedVertexArray m_iva;
-
-    void update_vertex_buffers(const TriangleMesh* mesh,
-                               int mesh_id,
-                               FacetSupportType type, // enforcers / blockers
-                               const std::vector<size_t>* new_facets = nullptr); // nullptr -> regenerate all
-
+    // For each model-part volume, store status and division of the triangles.
+    std::vector<std::unique_ptr<TriangleSelectorGUI>> m_triangle_selectors;
 
 public:
     GLGizmoFdmSupports(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
@@ -220,8 +93,6 @@ private:
     bool m_setting_angle = false;
     bool m_internal_stack_active = false;
     bool m_schedule_update = false;
-    
-    std::unique_ptr<TriangleSelector> m_triangle_selector;
 
     // This map holds all translated description texts, so they can be easily referenced during layout calculations
     // etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect.