Opened 6 years ago

Closed 6 years ago

#1923 closed defect (fixed)

Noisy misplaced selection outline on iMac retina display

Reported by: goddard@… Owned by: Tom Goddard
Priority: normal Milestone:
Component: Graphics Version:
Keywords: Cc:
Blocked By: Blocking:
Notify when closed: Platform: all
Project: ChimeraX

Description

The following bug report has been submitted:
Platform:        Darwin-18.5.0-x86_64-i386-64bit
ChimeraX Version: 0.9 (2019-05-09)
Description
Selection outlines are showing as hatching on selected object surfaces on iMac retina display.  See attached image.  I'd bet the depth buffer for drawing the selection is different from the depth buffer for drawing the scene.  So the selection does not drawn because the depth equal test fails.

Log:
UCSF ChimeraX version: 0.9 (2019-05-09)  
© 2016-2019 Regents of the University of California. All rights reserved.  
How to cite UCSF ChimeraX  

> open 1a0m format mmCIF fromDatabase pdb

1a0m title:  
1.1 angstrom crystal structure of A-conotoxin [TYR15]-epi [more info...]  
  
Chain information for 1a0m #1  
---  
Chain | Description  
A B | α-conotoxin [TYR15]-epi  
  
Non-standard residues in 1a0m #1  
---  
NH2 — amino group  
  
  

> save /Users/goddard/Desktop/image1.png supersample 3




OpenGL version: 4.1 ATI-2.8.38
OpenGL renderer: AMD Radeon Pro 580 OpenGL Engine
OpenGL vendor: ATI Technologies Inc.
File attachment: badseloutline.png

badseloutline.png

Attachments (1)

badseloutline.png (136.9 KB ) - added by goddard@… 6 years ago.
Added by email2trac

Download all attachments as: .zip

Change History (4)

by goddard@…, 6 years ago

Attachment: badseloutline.png added

Added by email2trac

comment:1 by Tom Goddard, 6 years ago

Component: UnassignedGraphics
Owner: set to Tom Goddard
Platform: all
Project: ChimeraX
Status: newassigned
Summary: ChimeraX bug report submissionNoisy misplaced selection outline on iMac retina display

comment:2 by Tom Goddard, 6 years ago

Selection outlines are correct on a non-retina iMac (descartes.cgl.ucsf.edu).

comment:3 by Tom Goddard, 6 years ago

Resolution: fixed
Status: assignedclosed

Fixed.

Code was not using depth test equal when drawing the silhouettes as that created depth fighting. Instead it use glDepthRange(0,0.99999) and apparently there was not enough depth precision on this computer. I changed the depth range to use 0.9995 which had the nice additional benefit of making selected stick atoms more visible (bug #1074).

Note: See TracTickets for help on using tickets.