Fixed the issue that an object disappeared in a multi-material painting gizmo when the object was almost completely sunk under the bed.

Object disappearance was caused by calling glPolygonOffset for rendered triangles in the multi-material painting gizmo to resolve z-fighting between painted triangles and contours around selected areas using seed/bucket fill.
This commit is contained in:
Lukáš Hejl 2021-08-26 12:04:57 +02:00
parent af413e37bb
commit 95e4ab9460
2 changed files with 9 additions and 4 deletions

View File

@ -1,6 +1,11 @@
#version 110
const float EPSILON = 0.0001;
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
// Values inside depth buffer for fragments of the contour of a selected area are offset
// by small epsilon to solve z-fighting between painted triangles and contour lines.
gl_FragDepth = gl_FragCoord.z - EPSILON;
}

View File

@ -630,7 +630,11 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
auto *contour_shader = wxGetApp().get_shader("mm_contour");
contour_shader->start_using();
glsafe(::glDepthFunc(GL_LEQUAL));
m_gizmo_scene.render_contour();
glsafe(::glDepthFunc(GL_LESS));
contour_shader->stop_using();
}
@ -725,10 +729,6 @@ void GLMmSegmentationGizmo3DScene::render(size_t triangle_indices_idx) const
assert(this->vertices_VBO_id != 0);
assert(this->triangle_indices_VBO_ids[triangle_indices_idx] != 0);
ScopeGuard offset_fill_guard([]() { glsafe(::glDisable(GL_POLYGON_OFFSET_FILL)); });
glsafe(::glEnable(GL_POLYGON_OFFSET_FILL));
glsafe(::glPolygonOffset(5.0, 5.0));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
glsafe(::glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), (const void*)(0 * sizeof(float))));