Face dots visibility problem #63213

Closed
opened 2019-04-02 12:07:31 +02:00 by Maciej Niezgódka · 25 comments

System Information
Operating system: Windows-10-10.0.15063 64 Bits
Graphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.78

Blender Version
Broken: version: 2.80 (sub 53), branch: blender2.7, commit date: 2019-04-01 19:15, hash: 17c15798c3
Worked: (optional)

Short description of error
I see back face dots, but I can't select them from this position. I know, that this is ho it works from this view, but in my opinion these back dots must are invisible right?
Back_face_dots.jpg

Exact steps for others to reproduce the error

[Based on the default startup or an attached .blend file (as simple as possible)]

**System Information** Operating system: Windows-10-10.0.15063 64 Bits Graphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.78 **Blender Version** Broken: version: 2.80 (sub 53), branch: blender2.7, commit date: 2019-04-01 19:15, hash: `17c15798c3` Worked: (optional) **Short description of error** I see back face dots, but I can't select them from this position. I know, that this is ho it works from this view, but in my opinion these back dots must are invisible right? ![Back_face_dots.jpg](https://archive.blender.org/developer/F6906939/Back_face_dots.jpg) **Exact steps for others to reproduce the error** [Based on the default startup or an attached .blend file (as simple as possible)]

Added subscriber: @senteria

Added subscriber: @senteria

Added subscriber: @rjg

Added subscriber: @rjg

Could you post the blend file? This looks like overlapping bad geometry to me, which is hard to select because the faces coincide.

Could you post the blend file? This looks like overlapping bad geometry to me, which is hard to select because the faces coincide.
Of course! [Back_face_dots.blend](https://archive.blender.org/developer/F6907042/Back_face_dots.blend)

This is odd indeed. You shouldn't see the backside unless you have X-Ray enabled.

This is odd indeed. You shouldn't see the backside unless you have X-Ray enabled.

This seems to be a problem with your particular blend-file, because if I append the mesh from your file to a new scene and enabled the face dot in the overlay it works just fine.

This seems to be a problem with your particular blend-file, because if I append the mesh from your file to a new scene and enabled the face dot in the overlay it works just fine.

Added subscriber: @YAFU

Added subscriber: @YAFU

Hi.
To me something wrong is happening with center (face dots) in Ortho view, faces are transparent to the dots.
Even recently I thought that face dots had returned to give some kind of visual feedback, for example for zero area face, as in 2.79. But apparently it's just about this problem in Ortho view.

Turn to Wireframe mode and you will be able to select faces that appear from the back.

Edit:
Regarding what I just said, apparently facedots are giving visual feedback in Perspective view, such as zero area faces. But I still think that there is that problem that I mentioned for Ortho view.

Hi. To me something wrong is happening with center (face dots) in Ortho view, faces are transparent to the dots. Even recently I thought that face dots had returned to give some kind of visual feedback, for example for zero area face, as in 2.79. But apparently it's just about this problem in Ortho view. Turn to Wireframe mode and you will be able to select faces that appear from the back. Edit: Regarding what I just said, apparently facedots are giving visual feedback in Perspective view, such as zero area faces. But I still think that there is that problem that I mentioned for Ortho view.

@YAFU you're right in perspective mode this doesn't happen, but in ortho it does. So I correct my previous statement: I can reproduce this issue even when appending to a new project. However I haven't found a way to create an object the has this behavior using the current master build, I do get faces that miss the dot though. Perhaps there is something wrong with the drawing order?

screenshot.jpg

@YAFU you're right in perspective mode this doesn't happen, but in ortho it does. So I correct my previous statement: I can reproduce this issue even when appending to a new project. However I haven't found a way to create an object the has this behavior using the current master build, I do get faces that miss the dot though. Perhaps there is something wrong with the drawing order? ![screenshot.jpg](https://archive.blender.org/developer/F6907097/screenshot.jpg)

Added subscriber: @ideasman42

Added subscriber: @ideasman42

@ideasman42 you have worked on this before, perhaps you can have a look?

@ideasman42 you have worked on this before, perhaps you can have a look?

Apparently this is also related to the thickness. Scale in Z here the selection:
facedots.blend

Apparently this is also related to the thickness. Scale in Z here the selection: [facedots.blend](https://archive.blender.org/developer/F6907116/facedots.blend)

Added subscriber: @Tevton

Added subscriber: @Tevton

This happens because of clip distance 32c528432d4326090725f9375bbe7d54.gif

This happens because of clip distance ![32c528432d4326090725f9375bbe7d54.gif](https://archive.blender.org/developer/F7105559/32c528432d4326090725f9375bbe7d54.gif)

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Germano Cavalcante self-assigned this 2020-01-29 17:41:06 +01:00

This is a limitation when working with large ranges between the clip start and the clip end in relation to the size of the object.
This problem is seen in all applications that use OpenGL/DirectX.
See: https://docs.blender.org/manual/en/latest/troubleshooting/3d_view.html#depth-buffer-glitches

This is a limitation when working with large ranges between the clip start and the clip end in relation to the size of the object. This problem is seen in all applications that use OpenGL/DirectX. See: https://docs.blender.org/manual/en/latest/troubleshooting/3d_view.html#depth-buffer-glitches

Added subscriber: @1D_Inc

Added subscriber: @1D_Inc

In #63213#862055, @mano-wii wrote:
This is a limitation when working with large ranges between the clip start and the clip end in relation to the size of the object.
This problem is seen in all applications that use OpenGL/DirectX.
See: https://docs.blender.org/manual/en/latest/troubleshooting/3d_view.html#depth-buffer-glitches

No, this is not clipping range limitation, since it persists even with normal range values.
This is bug of Blender display system.
1m high model, range 200, official 2.82

264419248_299556.jpg

Same model, range 1000, 2.79

264409331_355056.jpg

> In #63213#862055, @mano-wii wrote: > This is a limitation when working with large ranges between the clip start and the clip end in relation to the size of the object. > This problem is seen in all applications that use OpenGL/DirectX. > See: https://docs.blender.org/manual/en/latest/troubleshooting/3d_view.html#depth-buffer-glitches No, this is not clipping range limitation, since it persists even with normal range values. This is bug of Blender display system. 1m high model, range 200, official 2.82 ![264419248_299556.jpg](https://archive.blender.org/developer/F8399282/264419248_299556.jpg) Same model, range 1000, 2.79 ![264409331_355056.jpg](https://archive.blender.org/developer/F8399399/264409331_355056.jpg)

Added subscriber: @Vyach

Added subscriber: @Vyach

@mano-wii as Paul shown, it is not so related to proportion between clip and model size.
Please check more thoroughly

@mano-wii as Paul shown, it is not so related to proportion between clip and model size. Please check more thoroughly

Changed status from 'Archived' to: 'Needs Triage'

Changed status from 'Archived' to: 'Needs Triage'

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

The problem of this issue is that it makes almost impossible fixing large scale objects with lots of tiny details (like buildings), because requires clipping range changing on every single movement.

The problem of this issue is that it makes almost impossible fixing large scale objects with lots of tiny details (like buildings), because requires clipping range changing on every single movement.

Closed as duplicate of #74290

Closed as duplicate of #74290
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Reference: blender/blender#63213
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