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It is now more of a problem on my setup.(using a new config)Create a default Box in new scene. Polygon select > LMB+Drag over box, it will select the polygons in view. Rotate viewport to back of box, LMB+Drag over box, it will not select the polygons on that side of the box.
it only seemed to happen to me with generated Primitives.
Fixed.
I am getting a new backfacing selection bug in the 05 Feb 2014 release. If I attempt to LMB-drag (or Q-LMB lasso or X-LMB paint) select over backfacing polygons, the selection is raycast *through* the backfacing facing polys and polygons are selected from behind the backfacing polygon.... even if those polygons are, themselves, backfacing to the camera. I've attached a scene that demonstrates this behaviour.
I have seen selection problems for a while, mainly with the MMB+Drag (paint select), but have never been able to find a repeatable example. Usually, I would be working on a model, MMB+Drag select, then inset (various sets of selected polygons), only later to find random polygons had been inset.(very irritating). I tend to have to visually check around the model after MMB+Drag selection to ensure only what I intentionally selected is actually selected.Various problems like this (including the stepping distance problem I posted), have ensured that after over 18 months of my using voidworld/Nvil, I have still not been able to get a good workflow.
My question is which one is your expected selection.A. Because those front facing polygons are hidden behind, so no selection can be made.B. Those back facing polygons will be selected instead those front facing polygons behind.