(UVs) Flip and Overlap Inspection in 3d
mifth opened this issue · comments
I think it is possible.
Which idea do you want to introduce to the add-on?
- Paint color on the mesh as well as UV Inspection
- Select the overlapped/flipped faces as well as Select UV
It would be super useful! I think color on the mesh as well as UV Inspection would be nice. In this case it would be possible to deselect all and make some changes in 3d while all colors will be seen.
OK, I try to add this feature.
But I need a time because I already have other tasks.
No worries. Thank you a lot!
Sorry for late response.
I will tackle this issue from now.
Select the overlapped/flipped faces as well as Select UV
At first, I will add the above feature.
No worries. Thank you a lot. This feature will be very useful.
Select the overlapped/flipped faces as well as Select UV
This one is now merged into master branch.
The Selection Method option and Sync Mesh Selection option are added to specify how to select the faces.
I will tackle next one.
Paint color on the mesh as well as UV Inspection
I think this feature needs to be reviewed before merging into master branch.
I have tested. Works nice! You have added a checkbox.
Paint color on the mesh as well as UV Inspection
I have finished to implement this feature.
Could you try it before merging this feature to the master branch?
https://github.com/nutti/Magic-UV/archive/issue_143.zip
This feature is in early stage to release, so any feedbacks are welcomed.
I introduced Display View3D
option to display overlapped/flipped faces in View3D.
Hi @nutti
Awesome! Some things I would check:
- set "Display View3D" True by default.
- I would rename "Display View3D" to "3D"
- I would change polygons transparency to 0.5 just like in UV viewport.
- There is flickering with polygons and red polygons. I tried to play with the code but was not able to change anything as polygons are drawn in 2d.
I tried to change to bgl.glVertex3f(co1, co2, co3) but I got exception.
Also I could not try to set bgl.glDisable(bgl.GL_DEPTH_TEST) as polygons are drawn in 2d.
Thanks for your feedback!
I applied your requests.
I tried to change to bgl.glVertex3f(co1, co2, co3) but I got exception.
Also I could not try to set bgl.glDisable(bgl.GL_DEPTH_TEST) as polygons are drawn in 2d.
This is because the compatibility module bglx
does not support these API.
https://github.com/nutti/Magic-UV/blob/master/src/magic_uv/lib/bglx.py
I added these API now, so you can try them now :)
Sorry, I could not handle your code. I had some errors. But I have found an example where is no flickering of polygons. Just press play in my scene. I attached a zip file below.
Thanks for the reference code. This helps me a lot!
I applied this code to the add-on and works fine for me.
Could you try the add-on again.
https://github.com/nutti/Magic-UV/archive/issue_143.zip
The flicking issue comes from the procedures to do occlusion culling manually.
I hope the current code works for your environment.
Thanks for your feedback and help.
I will merge this feature to master branch soon.
Thank you too. Awesome tools!