<GitHub>
[solvespace] whitequark commented on issue #102: @Evil-Spirit I figured out why I had to do glFrontFace. This is because when we do `UpdateProjection(/*flip=*/true)`, our projection matrix inverts the handedness of the coordinate system. And this worked in OpenGL 1 because it does culling with modelview matrix, and in our case it does culling with modelview*projection matrix. https://github.com/solvespace/solvespace/issues/102#issuecomment-2614
<cr1901_modern>
Why would OpenGL (even 1) do culling before going to projection space?
<cr1901_modern>
Actually, I just remembered something. In OpenGL 1 original version of solvespace, jweustes doesn't actually ever do culling: http://solvespace.com/forum.pl?action=viewthread&parent=961 (last reply). Did that code change to necessitate culling?
<whitequark>
eh sorta
<cr1901_modern>
In any case, that comment just caught my attention. The three.js viewer doesn't cull either. I'll take a look tomorrow at that issue b/c I'm curious how your new code works.
<travis-ci>
solvespace/solvespace#205 (opengl2 - d23cc88 : whitequark): The build passed.
<nohsix>
'good' support of gl always seemed to include some craziness, though it's more interesting with the core profiles and es
<nohsix>
doom3 had like 6 main rendering pipelines for different feature levels of shaders, down to fixed function
<nohsix>
k gotta sleep, adios
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<GitHub>
[solvespace] whitequark commented on issue #102: @Evil-Spirit I fixed the back face problem. It was because SSurface::TriangulateInto first filled the mesh with triangles with empty color, and then filled the color in separately. https://github.com/solvespace/solvespace/issues/102#issuecomment-261503165
<GitHub>
[solvespace] whitequark commented on issue #115: @Evil-Spirit I'm not sure. This is not a problem in version 2.0, 2.1 or 2.2, but it is a problem with 3.0 with OpenGL 1 and OpenGL 2. It was introduced somehow during the Canvas changes I think. https://github.com/solvespace/solvespace/issues/115#issuecomment-261535408
<cr1901_modern>
whitequark: I see, that makes more sense to what I remember. Haven't looked at the gl2 code yet
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<GitHub>
[solvespace] whitequark commented on issue #87: I've looked into it. We already have a way to select anything unselectable (pick it from the group info), or in most cases you could simply drag an endpoint, and the implementation, and the implementation went ugly very quick, so I'm going to close this.... https://github.com/solvespace/solvespace/issues/87#issuecomment-261585721