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"Wireframe" of Solidify's cage is inconsistent
Closed, InvalidPublic

Description

System Information
Operating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24

Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-19 23:46, hash: rB110f1cb1d6ac
Worked: (optional)

Short description of error
When I zoom out of complex objects the wires start to appear in edit mode when Solidify has offset set to 0.
It's a weird behaviour because the user might think they aren't showing because "Cage" isn't activated on the modifier. But why would it show when far away, though?

I thought it was a bug related to the complexity of the mesh until I tried changing the offset (-1 always shows the wires and 0 only shows from far away).

Exact steps for others to reproduce the error
Add a cube, subdivide by 6, add a Solidify. Set the offset to 0 and zoom out. The wires show even with Cage turned off.

Event Timeline

I looked at the file, a developer might need to look as well, but this appears to be working correctly overall. The -1 offset tells the thickness setting which direction to go, so a positive thickness will go on the back side of the faces, that's why you always see the wires, because they remain on top. An offset of zero splits the thickness front and back, so in reality you shouldn't see the wires at all, so it might be some sort of internal clipping thing. 1 for an offset allows the thickness to be projected from the front of the face, again covering the wires. The display has been this way in the 2.8x series and 2.79 series as well where sometimes wires are shown at certain distances or with certain thicknesses of meshes at particular scales. May be OpenGL related(?)

This is a limitation in rendering APIs like OpenGL and DirectX.
https://docs.blender.org/manual/en/dev/troubleshooting/3d_view.html#troubleshooting-depth

We don't consider it as a bug.