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proposal: selected geometry is highlighted with xray outline. #11417
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remove passes we dont need setup post effect string once remove effects references we dont need
@@ -169,10 +169,6 @@ | |||
<ItemGroup> | |||
<None Include="packages.config" /> | |||
</ItemGroup> | |||
<ItemGroup> | |||
<Content Include="sharpdx_direct3d11_effects_x64.dll" /> |
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sadly, I may need to revert this for patch compatibility.... @QilongTang what do you think?
@mjkkirschner what was it you were saying about the x-ray outline not appearing on a white background preview using the current helix version? |
The way the color is blended with a white background has been changed in later versions of helix so that the blended color is less bright. Today it becomes white and is not very visible on a bright background. |
@@ -105,6 +105,26 @@ protected void AddDynamoTechniques() | |||
BlendStateDescription = DefaultBlendStateDescriptions.BSAlphaBlend, | |||
DepthStencilStateDescription = DefaultDepthStencilDescriptions.DSSDepthLess | |||
}, | |||
new ShaderPassDescription(DefaultPassNames.MeshOutline) |
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extra indentation?
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I notice this is an extra shader pass description for mesh over that of points and lines in addition to the DefaultPassNames.EffectOutlineP1
. Could you explain what's the difference between MeshOutline
and EffectOutlineP1
?
}, | ||
BlendStateDescription = DefaultBlendStateDescriptions.BSOverlayBlending, | ||
DepthStencilStateDescription = DefaultDepthStencilDescriptions.DSSLessEqualNoWrite | ||
}, new ShaderPassDescription(DefaultPassNames.EffectOutlineP1) |
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how about starting the new
on a new line?
foreach (var element in items) | ||
{ | ||
AttachedProperties.SetShowSelected(element, isSelected); | ||
(element as GeometryModel3D).PostEffects = postEffect; |
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How does this relate to the ShaderPassDescription
for DefaultPassNames.EffectOutlineP1
?
Purpose
This PR uses a standard helix post effect shader to display hidden geometry (occluded) with an xray outline post effect.
Note that in newer versions of helix the color is more saturated - in this pr I've scaled down our selection color by .5f because the shader multiplies the color and makes it quite bright. We'll have to evaluate the color changes when moving to new helix versions.
The highlight works for points, meshes and lines.
PR also removes some dead references to dlls we no longer require.
TODO -
Declarations
Check these if you believe they are true
*.resx
files