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.
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@ -1,6 +1,11 @@
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#version 110
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#version 110
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const float EPSILON = 0.0001;
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void main()
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void main()
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{
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{
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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// Values inside depth buffer for fragments of the contour of a selected area are offset
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// by small epsilon to solve z-fighting between painted triangles and contour lines.
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gl_FragDepth = gl_FragCoord.z - EPSILON;
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}
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}
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@ -630,7 +630,11 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
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auto *contour_shader = wxGetApp().get_shader("mm_contour");
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auto *contour_shader = wxGetApp().get_shader("mm_contour");
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contour_shader->start_using();
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contour_shader->start_using();
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glsafe(::glDepthFunc(GL_LEQUAL));
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m_gizmo_scene.render_contour();
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m_gizmo_scene.render_contour();
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glsafe(::glDepthFunc(GL_LESS));
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contour_shader->stop_using();
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contour_shader->stop_using();
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}
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}
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@ -725,10 +729,6 @@ void GLMmSegmentationGizmo3DScene::render(size_t triangle_indices_idx) const
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assert(this->vertices_VBO_id != 0);
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assert(this->vertices_VBO_id != 0);
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assert(this->triangle_indices_VBO_ids[triangle_indices_idx] != 0);
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assert(this->triangle_indices_VBO_ids[triangle_indices_idx] != 0);
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ScopeGuard offset_fill_guard([]() { glsafe(::glDisable(GL_POLYGON_OFFSET_FILL)); });
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glsafe(::glEnable(GL_POLYGON_OFFSET_FILL));
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glsafe(::glPolygonOffset(5.0, 5.0));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
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glsafe(::glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), (const void*)(0 * sizeof(float))));
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glsafe(::glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), (const void*)(0 * sizeof(float))));
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