- User Since
- Jul 9 2014, 7:45 PM (245 w, 2 d)
Ok the axes are going through but that's a side effect of alpha blending. So main issue is resolved.
does using the "use alpha" option also work?
This is because alpha blended objects do not write to the depth buffer and cannot be "raytraced". Only opaque/hashed alpha can be seen through refraction due to rendering order.
@Julien Kaspar (JulienKaspar) I added a small optimization for rgb curves (rBc49a70bcd113) that could help in this case. Here the material just displays black so I guess it is still not working on my end. But I have a different GPU so you might have better luck.
So after talking to @William Reynish (billreynish), we consider this working as intended. Overlays are meant to not be aware of what is underneath them.
What you refer to as Expected behavior is buggy. Compare result to Cycles for reference.
Thanks for finding that!
Fixed by rBcc1b193ddf38
Thu, Mar 21
This might be a duplicate of T60043. Does using Debug value of 23 fixes the issue?
Wed, Mar 20
Seems to be fixed now. Closing.
This is not supported because of performance and new drawing code.
@Bastien Montagne (mont29) this has to do with ME_LOOSEEDGE not being set. Why is that so? If we are not supposed to rely on ME_LOOSEEDGE how should I detect loose edges in Mesh?
From @Julien Kaspar (JulienKaspar) on IRC:
Well the issue is that we don't draw the vertex paint as part of the mesh but as an overlay.
You now have several options to let the wireframe go through the image empty (the "Depth" option). Also you can cull one side of the image plane with the "Side" option.
@noki paike (amonpaike) can you still reproduce this bug?
This was fixed some time ago.
Everything seems to be normal to me now. Don't hesitate to reopen if that's not the case.
@Germano Cavalcante (mano-wii) So this is more of a limitation than a bug? What is strange is that it was also working with metaballs in blender 2.79 without the precision loss.
The main issue reported has been fixed.
Basically there is a "missing" glFlush (or glFinish) somewhere that seems to create a performance issue on those macs. But without access to the faulty hardware I cannot know where to put it. Or I can put it at random and hope for the best...
Tue, Mar 19
This is a limitation of the new outline algorithm, so not really a bug. We are aware of the issue and we will consider improving it in the future.
This is an issue with the workbench shadow and degenerate triangle threshold.
This was fixed at some point when refactoring the edit mode drawing.
This is more a feature request than a bug. Putting low priority.
This should be fine for now. Yes we could decouple and use the same texture for the 4 views but that's for another day.
Mon, Mar 18
This is a driver bug. Try updating your AMD driver.
@Brecht Van Lommel (brecht) is there a way to detect that an image has a non opaque alpha channel? Or should we add a "use transparency" toggle option ?
Sat, Mar 16
This seems to have been fixed.
This is dithering due to how we are drawing things in the viewport to give a sense of depth. You can get rid of it completely in wireframe mode by putting the XRay slider to 0.
@Ulysse Martin (youle) Forcing this behavior for all object is costly and will break the visuals for other.
This seems to have been fixed.
@Eneko Castresana Vara (ecv) Edit Mesh mode cage will not support in-front option in multi-object editing.
Yes it is intentional. The value is clamped to a range that is what is most believable for a photo-realistic render.
- Edit Mode: Tweak Face Mode selected edge color