Wireframe displays triangulated in sculpt mode #62924

Closed
opened 2019-03-25 15:19:37 +01:00 by ThinkingPolygons · 10 comments

System Information
Win 10
blender-2.80-1ae6aaad43ad-win64

Description of error

Wireframe always displays triangulated in sculpt mode, even if your mesh are in quads or ngons.
Dead wires.png

**System Information** Win 10 blender-2.80-1ae6aaad43ad-win64 **Description of error** Wireframe always displays triangulated in sculpt mode, even if your mesh are in quads or ngons. ![Dead wires.png](https://archive.blender.org/developer/F6881220/Dead_wires.png)

Added subscriber: @ThinkingPolygons

Added subscriber: @ThinkingPolygons

#69926 was marked as duplicate of this issue

#69926 was marked as duplicate of this issue

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2019-03-25 16:03:28 +01:00

It's a known limitation of the current sculpt drawing code, not considered a bug but something we can improve.

It's a known limitation of the current sculpt drawing code, not considered a bug but something we can improve.

@brecht Ok. I thought it was a bug because in 2.79 it displays correctly.

@brecht Ok. I thought it was a bug because in 2.79 it displays correctly.

Added subscriber: @MetinSeven-1

Added subscriber: @MetinSeven-1

Will this be addressed soon? The triangle display is quite distracting.

Will this be addressed soon? The triangle display is quite distracting.
Member

Added subscriber: @scorpion81

Added subscriber: @scorpion81
Member

Hmm, didnt actually check the code, but it possibly draws triangles in sculpt mode due to usage of MLoopTris instead of MFace, aka triangle only mesh representation vs tri and quad like before.
( I doubt sculpting supports ngons and polys directly, but i could be wrong here.) Could also be the drawing code does own triangulation there.

Hmm, didnt actually check the code, but it possibly draws triangles in sculpt mode due to usage of MLoopTris instead of MFace, aka triangle only mesh representation vs tri and quad like before. ( I doubt sculpting supports ngons and polys directly, but i could be wrong here.) Could also be the drawing code does own triangulation there.
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Reference: blender/blender#62924
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