Opened 6 years ago
Closed 6 years ago
#1923 closed defect (fixed)
Noisy misplaced selection outline on iMac retina display
Reported by: | Owned by: | Tom Goddard | |
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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
Attachments (1)
Change History (4)
by , 6 years ago
Attachment: | badseloutline.png added |
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comment:1 by , 6 years ago
Component: | Unassigned → Graphics |
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Owner: | set to |
Platform: | → all |
Project: | → ChimeraX |
Status: | new → assigned |
Summary: | ChimeraX bug report submission → Noisy misplaced selection outline on iMac retina display |
comment:2 by , 6 years ago
Selection outlines are correct on a non-retina iMac (descartes.cgl.ucsf.edu).
comment:3 by , 6 years ago
Resolution: | → fixed |
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Status: | assigned → closed |
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).
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