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Selection outlines on the GPU, a selection wireframe and the hover glow back, and lighting that skips the sky - #433
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…the colour mask gGL.setClearColor and gGL.setScissor drop redundant sets, and their getters say what is in force. init issues the clear colour rather than assuming GL's default, since a window may have cleared to one of its own first; the scissor box stays unknown until something sets it, as GL starts it at the size of a window nothing here knows. refreshState re-issues both. LLGLSScissor scopes the test and the box and hands both back, nested scopes included. gGL.clear flushes what is batched before it clears. A cache is only the state if every writer goes through it, so the 27 raw glClearColor calls (newview, llwindowwin32, the appearance utility, the GL test fixture) and the scissor's writers (LLRenderTarget::clear, LLScreenClipRect) move onto it. LLScreenClipRect flushed the batch on every clip push and pop; it now flushes only when the box changes. alrenderstate_gl: a target clears with the colour gGL was given, GL holds what gGL says, refreshState restores both after GL is changed behind gGL's back, and LLGLSScissor cuts a clear to its box and restores the box and the test it found. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
softenLightF read the whole G-buffer and the light map and ran WindLight's atmospherics for every pixel, the sky's included, and only then branched to the sky's colour copy. Its triangle now lies on the far plane, as the haze's does: the lit program draws in front of it (GREATER), so the depth test rejects the sky before it is shaded, and a SOFTEN_SKY program (gDeferredSoftenSkyProgram) draws on it (EQUAL), copying the sky's colour and lighting nothing. The two share skyColor and writeColor, and a SKIP_ATMOS or HDRI pixel in front of the far plane (a debug highlight) still takes the copy in the lit program's flag branch. The full-screen lights, the sun shadow and SSAO pass and both of its blurs draw on the far plane with the same test; deferredLight shares the scene's depth for it. The light map keeps the clear's white over the sky, which nothing reads there: the lit soften program reads it only at geometry, and the projectors discard sky pixels before their read. Every one of these passes costs per pixel, and on 5k x 2k and HiDPI screens the sky is millions of them. alinfiniteprojection_gl test 7: between the lit draw and the sky's, every pixel is shaded once, with geometry as far out as reconstruction reaches. alfarplane test 5 pins the far-plane lines of all four vertex shaders and the sky program's copy. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
… mesh wireframes are gone Prim silhouettes were edges the CPU found face by face (LLVolume::generateSilhouetteVertices), found again for every selected object whenever the camera moved, at most 50 objects a frame, so a large linkset's outline trailed the camera for several frames. Meshes got a five-pixel GL_LINE wireframe of every triangle instead, which a forward-compatible core profile draws one pixel wide, and HUD selections a third path of their own. ALSelectionOutline draws them all from an id target, in the UI stage where the silhouettes were drawn: - the id pass draws each selected, rect-highlighted or focused object's faces, rigged ones through the program's rigged variant, into a window-sized RGBA8 target with a depth buffer of its own: the object's id in .rg, and in .b whether the scene's depth shows the surface; - the edge pass, scissored to the objects' projected boxes, colours what lies within the outline's radius of a different id from a palette of each object's role, the hidden parts dimmed or left out; - HUD selections go through the same passes with the HUD's own matrices; the HUD's depth cannot be read, so none of it counts as hidden. The targets exist only while something is outlined. Deleted with the paths they served: LLFace::renderOneWireframe and its renderFace helper, LLSelectNode::renderOneSilhouette and its silhouette state, LLSelectMgr::generateSilhouette and the regeneration around it, LLVOVolume::generateSilhouette, LLVolume::generateSilhouetteVertices and LLVolumeFace::generateSilhouetteEdge, the silhouette texture and its preload, the silhouette U/V scroll statics, and LLXform::SILHOUETTE, whose seventeen setters only ORed in a bit nothing read any more. The settings those statics read stay in settings.xml. alselectionoutline_gl reads the real shader files: edges between and around ids, hidden parts, a surface not hidden by itself at lower render resolutions, the scissor, a rigged face following its pose, and the HUD's depth order and radius, under forward and reverse-Z. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…back after it The HUD is drawn over the window's framebuffer, whose depth the final blit filled with the scene's for the 3D UI around it, and nothing cleared it. get_hud_matrices squeezes the HUD into a band of that depth in front of the scene, 0.005 of the range per metre of the HUD's own depth, so a world surface at the near plane still reached into it, and a HUD with a prim parked far along its axis put its rear within reach of anything about two near-plane distances away: world geometry drew through HUD prims. For each HUD attachment point with something on it, the HUD's box through the matrices it is drawn with becomes a viewport rect, overlapping rects merged, so a corner HUD and a centre one do not take in the screen between them. The depth is cleared in those rects before the HUD draws, and the scene's is written back over them after it, wherever it is nearer, with the same full-screen triangle and samples the final blit used (gCopyDepthProgram: copyF.glsl with COPY_DEPTH and DEPTH_ONLY). Name tags, hover text, look-at, script icons and the tracker, all drawn after the HUD and depth-tested, are hidden by the world as before, and by the HUD where it is in front. The GL side is ALHUDDepth (alhuddepth.h). LLVOAvatar::getHUDBBox gains a per-attachment-point form sharing its loop. The point that fixes the box's frame is now the object's centre on the HUD rather than its offset from its attachment point, which belongs to another frame and stretched a corner HUD's box towards the middle of the screen; the x extent that get_hud_matrices reads is unchanged, since every HUD point sits at x = 0. alhuddepth_gl, under forward and reverse-Z, with the real copy shader: without the clear, a world surface at the near plane hides the HUD; with it, the HUD shows; after the restore an overlay behind the world is hidden off the HUD and behind the HUD on it; outside the rects nothing changes; and the rect and merge arithmetic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
… that is a setting The id pass draws a face as the scene draws it. Where its alpha mode cuts it out, it is cut by its texture's alpha alone: a legacy mask at its cutoff, a blend at half, a GLTF face by its mode and cutoff, through the base colour's transform (selectionIdV.glsl) and the face's texture animation. The face's colour is not read, so a prim made invisible by it is still outlined. Back faces are culled unless a GLTF material is double sided. Before, every face was its whole card, from both sides: a single-sided frond seen from behind took the pixel from the one behind it. Ids are given in priority order (subtract, focus, inspect, root, child, context) and the target carries the priority, so a root's contour is laid over its children's rather than lost under them. The contour is ordered by depth, from the id target's own. A pixel draws another object's contour where that object is nearer than the pixel's own surface, its plane carried over to the other's texel, by 0.2% of the distance: a frond over another is outlined over it, while coplanar prims meeting at a grazing angle are not. Objects that touch get a thinner, fainter edge, on the side of the higher priority. The target records whether each texel is drawn at all (visible, hidden and dimmed, hidden and left out), so a hidden selected surface, such as a root under the terrain, neither draws nor takes the contour of what stands in front of it. The contour is AlchemySelectionOutlineWidth pixels wide at a UI scale of 1, 4 by default, held to 1 to 16 and read live, solid to its width from a full disk of taps and anti-aliased across one pixel more. The edges between objects are a pixel at a UI scale of 1, at 60%. A tile pass (selectionTileF.glsl) flags each 8x8 square of the id target holding an id change, and the edge pass leaves a pixel at once when no flagged square lies within its reach. Whatever a pixel draws comes from a texel of another id within that reach, so the output is the same. LLSelectMgr::sHighlightThickness, read by nothing since the CPU silhouettes went, is gone. alselectionoutline_gl, 21 cases under forward and reverse-Z with the real shaders: the alpha cut and its transform, priorities, widths and the setting's clamp, culling and double-sided faces, contours over hidden and in-front objects, coplanar seams, and the tiled output against the untiled one. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…y which ids they hold A selection's contour was drawn where another object stood in front of a pixel, but never one object over itself, so a fern built as one mesh was outlined only round its whole while the same fern linked from one prim a frond was outlined frond over frond. A jump pass (selectionJumpF.glsl) copies the id target and marks, in its .a, each texel that is the near side of a step in depth to a neighbour of the same id. A pair of neighbours is a step when the depth between them lies outside the slope on both sides, each read from the texel beyond, and carrying either side on at its own slope misses the other by more than 1% of the distance. Over an inside crease or a curve the step lies between the two slopes, so neither is marked at any resolution; three texels of the object are needed on a side, so its edge and a sliver of it say nothing. The eight depths come from four gathers, and ids are read only for the pairs whose depths pass. In the edge pass a texel of the pixel's own id is a candidate when it is marked and stands in front of the pixel's own plane, as another object's does. The tiles (RGBA16) record the lowest and highest id they hold and whether they hold a mark. A pixel off every object is left when no tile in its reach holds an id; one on an object when none holds another id or a mark. Every candidate is a texel of another id or a marked texel of its own, and its own tile records it, so the output is the same as the full search. Pixels on an object with nothing to draw near them, which searched the whole disk since contours were ordered by depth, are now left at once. The helpers the five programs share (the id's decoding, the drawn and visible states, the mark, eyeDistance) are one file, selectionUtilF.glsl, linked into each. alselectionoutline_gl, now 23 cases: overlapping parts of one object at a large and a small gap draw the near part's contour over the far; inside corners at 30, 45 and 60 degrees, a cylinder inside and out to its rims and slanted planes mark and draw nothing; the tiles' records, and the tiled output against the untiled one with marks on tile borders. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AlchemySelectionOutlineWidth defaults to 2 rather than 4: with contours drawn wherever selected parts overlap, 2 reads well. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…utline Builders read a mesh's triangles and its level of detail from a wireframe. The old one went with the CPU silhouettes; it drew GL_LINE polygons at a line width core profiles do not have, so it was a pixel wide on some drivers and five on others, and its hidden pass filled whole surfaces. AlchemySelectionWireframe (off by default; Build > Options > Show Selection Wireframe) draws every selected face's triangles as lines a pixel wide at a UI scale of 1, anti-aliased, the same width near and far: a geometry stage (selectionWireframeG.glsl) gives each corner its distance in the window to the opposite edge, interpolated without perspective, and the fragment stage (selectionWireframeF.glsl) draws a line centred on each edge, half from each triangle beside it. A triangle reaching behind the eye is clipped at the near plane where GL clips it, its distances taken to its original edges' lines, so a floor or a wall a builder stands at keeps its lines and the cut draws none. The lines are drawn from the same faces as the outline, through one walk (drawFaces) shared with the id pass: the same model matrices, rigged faces through the rigged variant, culling as the scene culls, and the same alpha cut, now one file (selectionAlphaF.glsl) linked into both programs. They take each object's outline colour from its palette. In the world they are tested against the window's depth, which the final blit filled from the scene's, pulled in front of their own surface by a polygon offset that covers the blit's point sampling; hidden lines are drawn dimmed, under GREATER, only for objects whose hidden parts are shown. On the HUD the window's depth holds whichever of the HUD's and the scene's is nearer, so the lines are tested against the id target's: a line behind another selected HUD surface is hidden. The outline (RenderHighlightSelections) and the wireframe are drawn each with or without the other, and passesFor picks only the passes a view needs: the outline the id, jump, tile and edge passes, the world's wireframe none of them, the HUD's the id pass alone. The targets a frame's passes do not read are given up. The wireframe draws first and the outline over it. alselectionoutline_gl, now 32 cases: line width held near and far and with the UI scale, the feather, hidden lines with hidden selections on and off, no gaps over a depth resampled from half resolution under either depth convention, alpha cuts, rigged poses and culling, the HUD's lines against the id target, near-plane clipping, and the passes each combination runs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Hover Glow Objects (RenderHoverGlowEnable, off by default; Develop > Rendering), which LL removed in 2022 with the 256-pixel target and stencil it was drawn with, is back on the outline's id target. LLToolPie's hover names what the pointer is over where it would before: media, a click action, a physical object, a touch handler, and not where RLVa blocks the touch, nor an avatar or a HUD attachment. ALHoverGlow fades the named prim in over RenderHighlightFadeTime and the one before it out, once the name, or its lapse, has held for 0.15 s, so a sweep across objects lights none of them and a frame off one at its edge or a seam does not put it out. It holds ids, so a glow keeps nothing alive. The glow is drawn at a priority of its own below every selection's: a halo outside the prim's visible silhouette, never over the prim, in RenderHighlightColor, as opaque at the silhouette as RenderHighlightBrightness makes it and falling smoothly to nothing RenderHighlightThickness x 15 pixels out at a UI scale of 1. Selection contours and edges lie over it. The tiles record where something glows, so only pixels within its reach search that far, and the output is the same as the full search. Entries now say which parts they want, contour or wireframe, so the glow is drawn with the outline and the wireframe on or off and never takes a wireframe. The world's outline call runs every frame for it, and the targets are kept 2 s after a frame last drew with them rather than given up at once, now that the world's and the HUD's calls can both run in a frame. A face textured with the library's transparent texture (IMG_TRANSPARENT) is invisible on purpose and still selectable: roots, collision and touch prims. The texture-alpha cut discarded all of it, so it had no outline. It is now drawn whole in the id pass, and so outlined, wireframed and glowing. ALSelectionOutline and ALHoverGlow are LLSingletons. The outline's targets are given up with the pipeline's GL, before singletons are deleted. The uniforms the outline, glow and wireframe programs set are LLShaderMgr reserved uniforms (SELECTION_ID to WIREFRAME_WIDTH), set by index. alselectionoutline_gl, now 40 cases: the glow's profile and its reach in the tiles, the fades and the settle, the glow under a selection's contour and off its own prim, the parts each entry draws and the passes they need, the targets' lifetime, and IMG_TRANSPARENT on both sides. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…n of what it did A blended face is cut out of the id pass where its texture alpha is under 0.1, not 0.5. A pane of glass textured at 0.2 to 0.45 lost its outline, its wireframe and its glow outright; the clear texels around a leaf on its card are still cut. The hover glow searched a disk out to its reach, about 1100 texels a pixel at 5K and a UI scale of 2, around every glowing object, and every pixel in the scissor scanned up to 36 tiles first to learn whether a glow was near. Two passes now do that work once: - The glow reach pass (selectionGlowReachF) records for each tile the lowest and highest id of the glowing tiles within the glow's reach, so a pixel learns from one texel whether a glow other than its own object's can be near. - The glow row pass (selectionGlowRowF) records how far along its row each texel lies from the nearest glowing texel. Off every object, where every glowing surface stands in front, the edge pass walks its column over those, about 2R reads; on an object, which glows stand in front depends on its plane, and the disk is still searched. The jump pass leaves out what glows, whose own surface draws nothing, so a hovered floor costs no jump work. Both give exactly what the full search gives, which stays in selectionOutlineF behind GLOW_DISK as the reference the tests compare against. Estimated fetches: 3.6 to 6.9 times fewer; a hovered floor under the camera at 5K, whose box takes the whole window, goes from about 750 M to 165 M. The jump pass writes its mark into a one-byte target of its own instead of a full RGBA8 copy of the id target, and the tile and edge passes read the ids from the id target: 9 bytes a pixel instead of 12 while anything is selected or hovered, about 44 MB less at 5K. The edge pass reads the marks only where a tile within the lines' reach holds a jump. The passes' textures are reserved samplers of their own (selectionIdMap, selectionJumpMap, selectionTileMap, selectionPalette, selectionGlowReachMap, selectionGlowRowMap) rather than diffuseMap, specularMap and altDiffuseMap. The selection programs load without failing the interface shaders: one a driver rejects is warned of and unloaded, and ALSelectionOutline draws without it. get_hud_matrices is declared in llviewerdisplay.h. RenderHighlightColor's comment calls it a colour. alselectionoutline_gl, now 42 cases: a blend cut at a tenth (13), a pane of glass outlined and wireframed whole and cut under a cutoff of a half (41), and the glow from the rows the full search's pixel for pixel at five reaches over thin, slanted, edge-clipped, hidden and tied shapes beside selections (42). 13 and 41 fail at the old cutoff; five shader mutants of the glow passes fail 34, 35, 36, 38 or 42. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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📝 Summary
Merge Risk: 🔵 Low · up to The GPU selection outlines, hover glow, and HUD depth changes look mergeable with small follow-ups. Some screen clears could run before pending draws are emitted. If the depth-copy shader fails to load, 3D UI drawn under HUD areas could lose depth occlusion. Hovering media-only objects may show the wrong cursor. Pre-merge checks |
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Inline comments:
Review comments at @indra/llrender/llrender.cpp:
- Around line 1706-1713: Replace the raw glClear calls in the changed callers
with gGL.clear, preserving each call’s existing buffer flags so pending LLRender
geometry is flushed before the framebuffer is cleared.
Review comments at @indra/newview/alhuddepth.h:
- Around line 124-126: Update restore() so it checks program.isComplete() before
clearing scene depth; when the program is unavailable, preserve scene depth as
the fallback so HUD rectangles retain occlusion.
Review comments at @indra/newview/lltoolpie.cpp:
- Line 861: Update the hover cursor-selection branch following handleMediaHover
in the tool-pie flow so it skips selecting an object cursor when show_highlight
is false, preserving the media cursor. Continue submitting the object to
hover_glow() regardless of show_highlight.
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⛔ Files ignored due to path filters (17)
indra/newview/app_settings/shaders/class1/deferred/blurLightV.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/copyF.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/selectionAlphaF.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/selectionGlowReachF.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/selectionGlowRowF.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/selectionIdF.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/selectionIdV.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/selectionJumpF.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/selectionOutlineF.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/selectionTileF.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/selectionUtilF.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/selectionWireframeF.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class1/interface/selectionWireframeG.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class2/deferred/softenLightV.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class2/deferred/sunLightV.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glslis excluded by!**/*.glslindra/newview/app_settings/shaders/class3/deferred/softenLightF.glslis excluded by!**/*.glsl
📒 Files selected for processing (53)
indra/llappearanceutility/llprocesstexture.cppindra/llmath/llvolume.cppindra/llmath/llvolume.hindra/llmath/xform.hindra/llrender/CMakeLists.txtindra/llrender/llglstates.hindra/llrender/llrender.cppindra/llrender/llrender.hindra/llrender/llrendertarget.cppindra/llrender/llshadermgr.cppindra/llrender/llshadermgr.hindra/llrender/tests/alinfiniteprojection_gl_test.cppindra/llrender/tests/alrenderstate_gl_test.cppindra/llrender/tests/llheadlessgl_fixture.hindra/llrender/tests/llrendertarget_gl_test.cppindra/llui/lllocalcliprect.cppindra/llwindow/llwindowwin32.cppindra/newview/CMakeLists.txtindra/newview/alfarplaneoverlay.cppindra/newview/alhoverglow.cppindra/newview/alhoverglow.hindra/newview/alhuddepth.hindra/newview/alselectionoutline.cppindra/newview/alselectionoutline.hindra/newview/app_settings/settings.xmlindra/newview/app_settings/settings_alchemy.xmlindra/newview/llagentcamera.hindra/newview/llface.cppindra/newview/llface.hindra/newview/llgltfmaterialpreviewmgr.cppindra/newview/llpanelprimmediacontrols.cppindra/newview/llselectmgr.cppindra/newview/llselectmgr.hindra/newview/llterrainpaintmap.cppindra/newview/lltoolpie.cppindra/newview/llviewerdisplay.cppindra/newview/llviewerdisplay.hindra/newview/llviewerobject.cppindra/newview/llviewerobject.hindra/newview/llviewerobjectlist.cppindra/newview/llviewershadermgr.cppindra/newview/llviewershadermgr.hindra/newview/llviewertexturelist.cppindra/newview/llviewerwindow.cppindra/newview/llvoavatar.cppindra/newview/llvoavatar.hindra/newview/llvovolume.cppindra/newview/llvovolume.hindra/newview/pipeline.cppindra/newview/skins/default/xui/en/menu_viewer.xmlindra/newview/tests/alfarplane_test.cppindra/newview/tests/alhuddepth_gl_test.cppindra/newview/tests/alselectionoutline_gl_test.cpp
💤 Files with no reviewable changes (8)
- indra/newview/llface.h
- indra/newview/llvovolume.h
- indra/newview/llagentcamera.h
- indra/newview/llface.cpp
- indra/newview/llvovolume.cpp
- indra/llmath/llvolume.h
- indra/llmath/llvolume.cpp
- indra/newview/llpanelprimmediacontrols.cpp
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…eeps its cursor ALHUDDepth::clear takes the copy program restore draws with, and clears nothing without it: the scene's depth under the HUD stays, the HUD tests against it as it did, and the 3D UI drawn after the HUD keeps the world's occlusion. Before, a missing program left the rects empty for the rest of the frame. render_hud_attachments gives no rects without the pipeline's targets either, so restore_scene_depth needs no guard of its own. Hovering media kept falling through to the click-action cursors, which put an arrow over the cursor handleMediaHover set; the media branch, folded into the camera steering condition in 2023, is its own branch again, after steering so a drag across media still steers. The material preview's and the window's first clears go through gGL.clear, which flushes what is batched before it clears. alhuddepth_gl 7: with the copy program unloaded, nothing under the HUD is cleared, the near world still hides the HUD, and what the world hides from the 3D UI stays hidden. It fails with the clear unguarded. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Selected objects are outlined on the GPU from an id target, in place of the CPU silhouettes and the mesh wireframe. Selections can also be drawn as a wireframe, and Hover Glow Objects is back. The lighting passes stop shading the sky, and the HUD is depth-tested against itself rather than the world.
Commits
llrender: clear colour and scissor
gGL.setClearColorandgGL.setScissorcache what is in force and drop redundant sets.LLGLSScissorscopes the test and the box, andgGL.clearflushes what is batched before it clears.glClearColorandglScissorwriter moves onto them, so the cache is the state.LLScreenClipRectnow flushes only when the box changes, not on every push and pop.The lighting passes leave the sky alone
The soften pass's triangle lies on the far plane:
GREATER);SOFTEN_SKYprogram draws on it (EQUAL) and copies the sky's colour.No sky pixel pays for the G-buffer decode and atmospherics any more.
The same applies to the full-screen lights, the sun shadow and SSAO pass, and both blurs.
deferredLightshares the scene's depth for it.Selection outlines on the GPU
AlchemySelectionOutlineWidthsets it: 2 px by default, scaled with the UI.GL_LINEmesh wireframe and theSILHOUETTEchange flag. HUD selections use the same path.The HUD is depth-tested against itself
The HUD shared the window's depth, which the final blit fills with the scene's, so world geometry near the camera clipped into HUD attachments. Depth is now cleared under each HUD attachment point's rect before the HUD draws, and the scene's depth is put back after it for the 3D UI that follows.
Selection wireframe
AlchemySelectionWireframe(Build > Options > Show Selection Wireframe) draws selected faces' triangles as lines:It works with or without the outline.
Hover glow, and invisible prims
RenderHoverGlowEnable, Develop > Rendering) is back.IMG_TRANSPARENT) are drawn whole in the id pass, so invisible roots and touch prims are outlined.ALSelectionOutlineandALHoverGlowareLLSingletons, and the new uniforms areLLShaderMgrreserved uniforms.Review fixes and the glow's cost
Translucent faces. Blended faces are cut at texture alpha 0.1, not 0.5, so a pane of glass keeps its outline, wireframe and glow.
Glow cost. Two passes now do the glow's work once:
Pixels off every object find the glow with about 2R reads instead of a disk of πR². The output is identical to the full search, which stays behind
GLOW_DISKas the tests' reference. Estimated reads drop 3.6× to 6.9×.Memory. The jump marks get a one-byte target of their own: 9 bytes a pixel while anything is selected or hovered, down from 12.
API use.
get_hud_matricesis declared inllviewerdisplay.h.Testing
alrenderstate_glalhuddepth_glalselectionoutline_gl(42 cases, forward and reverse-Z, with the viewer's own shader files)alinfiniteprojection_glandalfarplanegained cases for the sky passes.-l) under both depth conventions.🤖 Generated with Claude Code