Multi-Object: edge data drawing (sharp, seam, freestyle) only visible if active object has it too #56871

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opened 2018-09-21 21:22:06 +02:00 by Dalai Felinto · 12 comments

Blender Version
Broken: eeeb469db2 (blender2.8 HEAD)
Worked: Never

Short description of error
With multiple objects in mesh edit mode, we only see the colored edges if the active object has the corresponding data layer.

Exact steps for others to reproduce the error
Open simple file:
edge_data_view.blend

The active object has all three custom data layers (sharp, seam, freestyle), and everything is good.
The moment you select an edge in any other object, you will only see the corresponding data layers that the new active object has it.

**Blender Version** Broken: eeeb469db292 (blender2.8 HEAD) Worked: Never **Short description of error** With multiple objects in mesh edit mode, we only see the colored edges if the active object has the corresponding data layer. **Exact steps for others to reproduce the error** Open simple file: [edge_data_view.blend](https://archive.blender.org/developer/F4779644/edge_data_view.blend) The active object has all three custom data layers (sharp, seam, freestyle), and everything is good. The moment you select an edge in any other object, you will only see the corresponding data layers that the new active object has it.
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Added subscriber: @dfelinto

Added subscriber: @dfelinto
Clément Foucault was assigned by Dalai Felinto 2018-09-21 21:24:02 +02:00
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Added subscriber: @ideasman42

Added subscriber: @ideasman42
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Clément, want to look at this? Otherwise assign to someone else please. It may be super trivial to solve though.

Clément, want to look at this? Otherwise assign to someone else please. It may be super trivial to solve though.

Added subscriber: @pablovazquez

Added subscriber: @pablovazquez

Well that is by design, because that's what the overlay panel will show. I had the discussion with @venomgfx and we decided to leave it as it is.

But maybe we should take into account each object settings?

Well that is by design, because that's what the overlay panel will show. I had the discussion with @venomgfx and we decided to leave it as it is. But maybe we should take into account each object settings?
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I don’t follow. Are we still storing some of those draw options/settings per object?

And what is happening? When I mark an edge to be sharp we automatically set edge sharp high color to be visible?

I don’t follow. Are we still storing some of those draw options/settings per object? And what is happening? When I mark an edge to be sharp we automatically set edge sharp high color to be visible?

Added subscribers: @WilliamReynish, @brecht

Added subscribers: @WilliamReynish, @brecht

Yes we are still storing them as object options. If that was store per viewport that would fix the issue. But I would like to know if there was any UX consensus on that (@brecht @WilliamReynish @venomgfx)
I guess if you mark somethink you want it to be visible instead of thinking its not working so 2nd point make sense.

Yes we are still storing them as object options. If that was store per viewport that would fix the issue. But I would like to know if there was any UX consensus on that (@brecht @WilliamReynish @venomgfx) I guess if you mark somethink you want it to be visible instead of thinking its not working so 2nd point make sense.

A reason edge markings were originally per-mesh and auto-enabled was performance, basically you would automatically see whatever you are marking without any cost when not using the feature. I don't know how much performance cost there still is in the new system?

From a usability point of view I don't mind having it per-viewport and just always drawing the edge markings by default. If it's better per-object, then this is a case where the lack of multi-object editing in the properties editor is problematic, I can't immediately think of a good UI solution for this confusion without that.

A reason edge markings were originally per-mesh and auto-enabled was performance, basically you would automatically see whatever you are marking without any cost when not using the feature. I don't know how much performance cost there still is in the new system? From a usability point of view I don't mind having it per-viewport and just always drawing the edge markings by default. If it's better per-object, then this is a case where the lack of multi-object editing in the properties editor is problematic, I can't immediately think of a good UI solution for this confusion without that.

I think we should just make those things viewport settings and not per object. They already look like they are per viewport in the UI. This would make it both simpler and more consistent.

I think we should just make those things viewport settings and not per object. They already look like they are per viewport in the UI. This would make it both simpler and more consistent.

I also think this should be a viewport option.

There is no more cost for additional edge marking (all is drawn in one pass). I'll enable all of them by defaults.

I also think this should be a viewport option. There is no more cost for additional edge marking (all is drawn in one pass). I'll enable all of them by defaults.
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Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#56871
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