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Wireframe overlay doesn't work as expected
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Description

System Information
Operating system: Linux-5.4.0-80-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03

Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-08-10 21:06, hash: rBfcd2d63b644e
Worked: 2.79 sort of

Short description of error
Wireframe = 0 should hide all the coplanar edges, but doesn't do that.
While it does something to the monkey and the quad cube, it fails on the triangulated cube and does nothing to the cap of the cylinder (hide one edge only).
2.79 didn't have the angle threshold, but it used to hide coplanar edges at least.

There is an explanation of the problem on devtalk as well.

Exact steps for others to reproduce the error

  • Open .blend file
  • From overlays panel change the Wireframe value to 0.

Test File:

Event Timeline

Aw, it also brings random result...
Didn't caught it, thanks.

Switching triangulation back and forth sometimes lead to different wireframe overlay results.

Can confirm. The issue described related to decimate modifier has been introduced recently somewhere between: rBef5a362a5b24 - rB7b0c8097a7d1.

Wireframe = 0 should hide all the coplanar edges, but doesn't do that.

Seems different than the decimate modifier issue. I will create a separate report for the first issue

Wireframe = 0 should hide all the coplanar edges, but doesn't do that.

Seems different than the decimate modifier issue. I will create a separate report for the first issue

I am not sure Wireframe = 0 should hide all coplanar faces. It should be at 0.99...

Also Object properties - Viewport display - Wireframe checkbox should exclude coplanar edges topology, unless All Edges is not turned on.
That was the original goal of an All Edges checkbox, now its functionality is lost. (also... diagonal edges?)

Also, this 0-1 scale is weird, it is probably way more logical to make it 0-180 degrees,
the same Autosmooth already have (0 = every edge is visible, 180 = every edge is hidden )
This way it will make possible a wider range of a visual wireframe display effects,
the ability to visually sync to Autosmooth, and overall better precise control as well.
How do you think?

Switching triangulation back and forth sometimes lead to different wireframe overlay results.

Can confirm. The issue described related to decimate modifier has been introduced recently somewhere between: rBef5a362a5b24 - rB7b0c8097a7d1.

Wireframe = 0 should hide all the coplanar edges, but doesn't do that.

Seems different than the decimate modifier issue. I will create a separate report for the first issue

This report is mainly about hiding coplanar edges. I'd rather report the decimation separately.

Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Needs Information from Developers.Tue, Sep 28, 8:47 AM

There is a point to this and if I read this correctly (including statements in the devtalk thread), devs were considering options to make this better?

I talked about this problem in blender chat and after some words developers saw that the problem was the fresnel and promise the patch for blender 3.0 to make optional

So would kindly ask EEVEE & Viewport to take over and make a decision.

There is a point to this and if I read this correctly (including statements in the devtalk thread), devs were considering options to make this better?

I talked about this problem in blender chat and after some words developers saw that the problem was the fresnel and promise the patch for blender 3.0 to make optional

So would kindly ask EEVEE & Viewport to take over and make a decision.

  • The wireframe fresnel effect is about visual effects that makes model less readable/perceptable in the most cases. It is in progress (D10436)
  • This report is about completely broken coplanar faces detection controlled by angle parameter that does not even display, represent or correspond degress properly.