PF
Peter Falke
Tue, Mar 24, 2015 5:34 PM
How to do it:
The lexer adds to every call of a primitive a token with a index number and
the line number of the editor. They act as a pseudo-color. When drawing the
preview (F5) a second (non-visibale) view is drawn, where every primitive
is drawn with its pseudo-color. Now, when you click on the model with the
mouse, simply look up the color under the pointer in the pseudo-view, and
decode the editor line number from it.
Now you could:
- jumb in the file to the selected line number
- open a new window with the parameter of that primitive and change them
right there
TakeItAndRun
How to do it:
The lexer adds to every call of a primitive a token with a index number and
the line number of the editor. They act as a pseudo-color. When drawing the
preview (F5) a second (non-visibale) view is drawn, where every primitive
is drawn with its pseudo-color. Now, when you click on the model with the
mouse, simply look up the color under the pointer in the pseudo-view, and
decode the editor line number from it.
Now you could:
- jumb in the file to the selected line number
- open a new window with the parameter of that primitive and change them
right there
TakeItAndRun
WW
William W Martin
Tue, Mar 24, 2015 6:18 PM
Yes! That would be useful, to tweak interactively.
On 03/24/2015 10:34 AM, Peter Falke wrote:
How to do it:
The lexer adds to every call of a primitive a token with a index
number and the line number of the editor. They act as a pseudo-color.
When drawing the preview (F5) a second (non-visibale) view is drawn,
where every primitive is drawn with its pseudo-color. Now, when you
click on the model with the mouse, simply look up the color under the
pointer in the pseudo-view, and decode the editor line number from it.
Now you could:
- jumb in the file to the selected line number
- open a new window with the parameter of that primitive and change
them right there
TakeItAndRun
OpenSCAD mailing list
Discuss@lists.openscad.org
http://lists.openscad.org/mailman/listinfo/discuss_lists.openscad.org
Yes! That would be useful, to tweak interactively.
On 03/24/2015 10:34 AM, Peter Falke wrote:
> How to do it:
>
> The lexer adds to every call of a primitive a token with a index
> number and the line number of the editor. They act as a pseudo-color.
> When drawing the preview (F5) a second (non-visibale) view is drawn,
> where every primitive is drawn with its pseudo-color. Now, when you
> click on the model with the mouse, simply look up the color under the
> pointer in the pseudo-view, and decode the editor line number from it.
> Now you could:
> - jumb in the file to the selected line number
> - open a new window with the parameter of that primitive and change
> them right there
>
> TakeItAndRun
>
>
>
>
>
>
>
> _______________________________________________
> OpenSCAD mailing list
> Discuss@lists.openscad.org
> http://lists.openscad.org/mailman/listinfo/discuss_lists.openscad.org
AP
Andrew Plumb
Tue, Mar 24, 2015 6:58 PM
I forget if it's an OpenGL GLU or GLUT API feature, but there's one (set) that lets you "tag" objects with an integer number. When a collision/mouse click is detected, the integer is returned.
It'll get moderately complicated when multiple files are involved via include, but not insurmountable.
Andrew
Sent from myBrain
On Mar 24, 2015, at 13:34, Peter Falke stempeldergeschichte@googlemail.com wrote:
How to do it:
The lexer adds to every call of a primitive a token with a index number and the line number of the editor. They act as a pseudo-color. When drawing the preview (F5) a second (non-visibale) view is drawn, where every primitive is drawn with its pseudo-color. Now, when you click on the model with the mouse, simply look up the color under the pointer in the pseudo-view, and decode the editor line number from it.
Now you could:
- jumb in the file to the selected line number
- open a new window with the parameter of that primitive and change them right there
TakeItAndRun
OpenSCAD mailing list
Discuss@lists.openscad.org
http://lists.openscad.org/mailman/listinfo/discuss_lists.openscad.org
I forget if it's an OpenGL GLU or GLUT API feature, but there's one (set) that lets you "tag" objects with an integer number. When a collision/mouse click is detected, the integer is returned.
It'll get moderately complicated when multiple files are involved via include, but not insurmountable.
Andrew
Sent from myBrain
> On Mar 24, 2015, at 13:34, Peter Falke <stempeldergeschichte@googlemail.com> wrote:
>
> How to do it:
>
> The lexer adds to every call of a primitive a token with a index number and the line number of the editor. They act as a pseudo-color. When drawing the preview (F5) a second (non-visibale) view is drawn, where every primitive is drawn with its pseudo-color. Now, when you click on the model with the mouse, simply look up the color under the pointer in the pseudo-view, and decode the editor line number from it.
> Now you could:
> - jumb in the file to the selected line number
> - open a new window with the parameter of that primitive and change them right there
>
> TakeItAndRun
>
>
>
>
>
> _______________________________________________
> OpenSCAD mailing list
> Discuss@lists.openscad.org
> http://lists.openscad.org/mailman/listinfo/discuss_lists.openscad.org
PF
Peter Falke
Tue, Mar 24, 2015 7:28 PM
I asked on the IRC channel of #opengl:
Pete____ Is there a command in opengl that lets me tag every drawn object
with a number, so that a mouseover would return this number?Bloodust
ircs://freenode/Bloodust,isnickno but you can do this yourselfPete____how?
Bloodust ircs://freenode/Bloodust,isnickdraw your scene to FBO and
dedicate one texture as 'id' textureBloodust
ircs://freenode/Bloodust,isnickthen in fragment shader write the id to it
Bloodust ircs://freenode/Bloodust,isnickPete____ you have no idea what I
just said, do you?Pete____Im reading what a fbo is ...Bloodust
ircs://freenode/Bloodust,isnickframebuffer objectBloodust
ircs://freenode/Bloodust,isnickused when RTT AKA render to texturePete____So
I basically draw a second view that is colored with the id number?kyle1320
ircs://freenode/kyle1320,isnickJust checking, would it work to multiply a
vector in worldspace by my perspective matrix, then check if it's within
-1, 1 on each axis to determine whether it would be on-screen?sillesta
ircs://freenode/sillesta,isnickPete____: each object would be drawn with
a unique color, yesBloodust ircs://freenode/Bloodust,isnickPete____
sillesta no you dont have to draw a second time/viewBloodust
ircs://freenode/Bloodust,isnick"normally" you would have a single RGBA
texture attached to your FBO to save colorsillesta
ircs://freenode/sillesta,isnickBloodust: how would you separate different
objects?Bloodust ircs://freenode/Bloodust,isnickand in this case you
would have another texture, possibly a single R8 or R16 texture that stores
the object IDPete____This doesnt sound to comlicatedBloodust
ircs://freenode/Bloodust,isnickits very easy if you know how to use FBOs
Pete____I`ll have a look at the code (OpenSCAD) and see if I can find the
RGBA texture ...Bloodust ircs://freenode/Bloodust,isnickits possible your
code doesnt use an FBO especially if its older softwarePete____It does
color and alpha, so it propably needs to have it.Bloodust
ircs://freenode/Bloodust,isnicknope, doesnt need itPete____Ok, I´ll have
a look. Thanks for your help!
2015-03-24 19:58 GMT+01:00 Andrew Plumb andrew@plumb.org:
I forget if it's an OpenGL GLU or GLUT API feature, but there's one (set)
that lets you "tag" objects with an integer number. When a collision/mouse
click is detected, the integer is returned.
It'll get moderately complicated when multiple files are involved via
include, but not insurmountable.
Andrew
Sent from myBrain
On Mar 24, 2015, at 13:34, Peter Falke <
How to do it:
The lexer adds to every call of a primitive a token with a index number
and the line number of the editor. They act as a pseudo-color. When drawing
the preview (F5) a second (non-visibale) view is drawn, where every
primitive is drawn with its pseudo-color. Now, when you click on the model
with the mouse, simply look up the color under the pointer in the
pseudo-view, and decode the editor line number from it.
Now you could:
- jumb in the file to the selected line number
- open a new window with the parameter of that primitive and change them
--
stempeldergeschichte@googlemail.com karsten@rohrbach.de
P.S. Falls meine E-Mail kürzer ausfällt als Dir angenehm ist:
Ich probiere gerade aus kurze Antworten statt gar keine Antworten zu
schreiben.
Wenn Du gerne mehr lesen möchtest, dann lass es mich bitte wissen.
P.S. In case my e-mail is shorter than you enjoy:
I am currently trying short replies instead of no replies at all.
Please let me know, if you like to read more.
Enjoy!
I asked on the IRC channel of #opengl:
Pete____ Is there a command in opengl that lets me tag every drawn object
with a number, so that a mouseover would return this number?Bloodust
<ircs://freenode/Bloodust,isnick>no but you can do this yourselfPete____how?
Bloodust <ircs://freenode/Bloodust,isnick>draw your scene to FBO and
dedicate one texture as 'id' textureBloodust
<ircs://freenode/Bloodust,isnick>then in fragment shader write the id to it
Bloodust <ircs://freenode/Bloodust,isnick>Pete____ you have no idea what I
just said, do you?Pete____Im reading what a fbo is ...Bloodust
<ircs://freenode/Bloodust,isnick>framebuffer objectBloodust
<ircs://freenode/Bloodust,isnick>used when RTT AKA render to texturePete____So
I basically draw a second view that is colored with the id number?kyle1320
<ircs://freenode/kyle1320,isnick>Just checking, would it work to multiply a
vector in worldspace by my perspective matrix, then check if it's within
-1, 1 on each axis to determine whether it would be on-screen?sillesta
<ircs://freenode/sillesta,isnick>Pete____: each object would be drawn with
a unique color, yesBloodust <ircs://freenode/Bloodust,isnick>Pete____
sillesta no you dont have to draw a second time/viewBloodust
<ircs://freenode/Bloodust,isnick>"normally" you would have a single RGBA
texture attached to your FBO to save colorsillesta
<ircs://freenode/sillesta,isnick>Bloodust: how would you separate different
objects?Bloodust <ircs://freenode/Bloodust,isnick>and in this case you
would have another texture, possibly a single R8 or R16 texture that stores
the object IDPete____This doesnt sound to comlicatedBloodust
<ircs://freenode/Bloodust,isnick>its very easy if you know how to use FBOs
Pete____I`ll have a look at the code (OpenSCAD) and see if I can find the
RGBA texture ...Bloodust <ircs://freenode/Bloodust,isnick>its possible your
code doesnt use an FBO especially if its older softwarePete____It does
color and alpha, so it propably needs to have it.Bloodust
<ircs://freenode/Bloodust,isnick>nope, doesnt need itPete____Ok, I´ll have
a look. Thanks for your help!
2015-03-24 19:58 GMT+01:00 Andrew Plumb <andrew@plumb.org>:
> I forget if it's an OpenGL GLU or GLUT API feature, but there's one (set)
> that lets you "tag" objects with an integer number. When a collision/mouse
> click is detected, the integer is returned.
>
> It'll get moderately complicated when multiple files are involved via
> include, but not insurmountable.
>
> Andrew
>
> Sent from myBrain
>
> > On Mar 24, 2015, at 13:34, Peter Falke <
> stempeldergeschichte@googlemail.com> wrote:
> >
> > How to do it:
> >
> > The lexer adds to every call of a primitive a token with a index number
> and the line number of the editor. They act as a pseudo-color. When drawing
> the preview (F5) a second (non-visibale) view is drawn, where every
> primitive is drawn with its pseudo-color. Now, when you click on the model
> with the mouse, simply look up the color under the pointer in the
> pseudo-view, and decode the editor line number from it.
> > Now you could:
> > - jumb in the file to the selected line number
> > - open a new window with the parameter of that primitive and change them
> right there
> >
> > TakeItAndRun
> >
> >
> >
> >
> >
> > _______________________________________________
> > OpenSCAD mailing list
> > Discuss@lists.openscad.org
> > http://lists.openscad.org/mailman/listinfo/discuss_lists.openscad.org
>
> _______________________________________________
> OpenSCAD mailing list
> Discuss@lists.openscad.org
> http://lists.openscad.org/mailman/listinfo/discuss_lists.openscad.org
>
--
stempeldergeschichte@googlemail.com <karsten@rohrbach.de>
P.S. Falls meine E-Mail kürzer ausfällt als Dir angenehm ist:
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Wenn Du gerne mehr lesen möchtest, dann lass es mich bitte wissen.
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Enjoy!
PF
Peter Falke
Tue, Mar 24, 2015 7:31 PM
cut and paste didnt work that great:
draw your scene to FBO and dedicate one texture as 'id' texture
then in fragment shader write the id to it
"normally" you would have a single RGBA texture attached to your FBO to
save color
and in this case you would have another texture, possibly a single R8 or
R16 texture that stores the object ID
2015-03-24 20:28 GMT+01:00 Peter Falke stempeldergeschichte@googlemail.com
:
I asked on the IRC channel of #opengl:
Pete____ Is there a command in opengl that lets me tag every drawn object
with a number, so that a mouseover would return this number?Bloodustno
but you can do this yourselfPete____how?Bloodustdraw your scene to FBO
and dedicate one texture as 'id' textureBloodustthen in fragment shader
write the id to itBloodustPete____ you have no idea what I just said, do
you?Pete____Im reading what a fbo is ...Bloodustframebuffer objectBloodustused
when RTT AKA render to texturePete____So I basically draw a second view
that is colored with the id number?kyle1320Just checking, would it work
to multiply a vector in worldspace by my perspective matrix, then check if
it's within -1, 1 on each axis to determine whether it would be on-screen?
sillestaPete____: each object would be drawn with a unique color, yes
BloodustPete____ sillesta no you dont have to draw a second time/view
Bloodust"normally" you would have a single RGBA texture attached to your
FBO to save colorsillestaBloodust: how would you separate different
objects?Bloodustand in this case you would have another texture, possibly
a single R8 or R16 texture that stores the object IDPete____This doesnt
sound to comlicatedBloodustits very easy if you know how to use FBOs
Pete____I`ll have a look at the code (OpenSCAD) and see if I can find the
RGBA texture ...Bloodustits possible your code doesnt use an FBO
especially if its older softwarePete____It does color and alpha, so it
propably needs to have it.Bloodustnope, doesnt need itPete____Ok, I´ll
have a look. Thanks for your help!
2015-03-24 19:58 GMT+01:00 Andrew Plumb andrew@plumb.org:
I forget if it's an OpenGL GLU or GLUT API feature, but there's one (set)
that lets you "tag" objects with an integer number. When a collision/mouse
click is detected, the integer is returned.
It'll get moderately complicated when multiple files are involved via
include, but not insurmountable.
Andrew
Sent from myBrain
On Mar 24, 2015, at 13:34, Peter Falke <
How to do it:
The lexer adds to every call of a primitive a token with a index number
and the line number of the editor. They act as a pseudo-color. When drawing
the preview (F5) a second (non-visibale) view is drawn, where every
primitive is drawn with its pseudo-color. Now, when you click on the model
with the mouse, simply look up the color under the pointer in the
pseudo-view, and decode the editor line number from it.
Now you could:
- jumb in the file to the selected line number
- open a new window with the parameter of that primitive and change
--
stempeldergeschichte@googlemail.com karsten@rohrbach.de
P.S. Falls meine E-Mail kürzer ausfällt als Dir angenehm ist:
Ich probiere gerade aus kurze Antworten statt gar keine Antworten zu
schreiben.
Wenn Du gerne mehr lesen möchtest, dann lass es mich bitte wissen.
P.S. In case my e-mail is shorter than you enjoy:
I am currently trying short replies instead of no replies at all.
Please let me know, if you like to read more.
Enjoy!
--
stempeldergeschichte@googlemail.com karsten@rohrbach.de
P.S. Falls meine E-Mail kürzer ausfällt als Dir angenehm ist:
Ich probiere gerade aus kurze Antworten statt gar keine Antworten zu
schreiben.
Wenn Du gerne mehr lesen möchtest, dann lass es mich bitte wissen.
P.S. In case my e-mail is shorter than you enjoy:
I am currently trying short replies instead of no replies at all.
Please let me know, if you like to read more.
Enjoy!
cut and paste didnt work that great:
draw your scene to FBO and dedicate one texture as 'id' texture
then in fragment shader write the id to it
"normally" you would have a single RGBA texture attached to your FBO to
save color
and in this case you would have another texture, possibly a single R8 or
R16 texture that stores the object ID
2015-03-24 20:28 GMT+01:00 Peter Falke <stempeldergeschichte@googlemail.com>
:
> I asked on the IRC channel of #opengl:
>
> Pete____ Is there a command in opengl that lets me tag every drawn object
> with a number, so that a mouseover would return this number?Bloodustno
> but you can do this yourselfPete____how?Bloodustdraw your scene to FBO
> and dedicate one texture as 'id' textureBloodustthen in fragment shader
> write the id to itBloodustPete____ you have no idea what I just said, do
> you?Pete____Im reading what a fbo is ...Bloodustframebuffer objectBloodustused
> when RTT AKA render to texturePete____So I basically draw a second view
> that is colored with the id number?kyle1320Just checking, would it work
> to multiply a vector in worldspace by my perspective matrix, then check if
> it's within -1, 1 on each axis to determine whether it would be on-screen?
> sillestaPete____: each object would be drawn with a unique color, yes
> BloodustPete____ sillesta no you dont have to draw a second time/view
> Bloodust"normally" you would have a single RGBA texture attached to your
> FBO to save colorsillestaBloodust: how would you separate different
> objects?Bloodustand in this case you would have another texture, possibly
> a single R8 or R16 texture that stores the object IDPete____This doesnt
> sound to comlicatedBloodustits very easy if you know how to use FBOs
> Pete____I`ll have a look at the code (OpenSCAD) and see if I can find the
> RGBA texture ...Bloodustits possible your code doesnt use an FBO
> especially if its older softwarePete____It does color and alpha, so it
> propably needs to have it.Bloodustnope, doesnt need itPete____Ok, I´ll
> have a look. Thanks for your help!
>
>
>
>
> 2015-03-24 19:58 GMT+01:00 Andrew Plumb <andrew@plumb.org>:
>
>> I forget if it's an OpenGL GLU or GLUT API feature, but there's one (set)
>> that lets you "tag" objects with an integer number. When a collision/mouse
>> click is detected, the integer is returned.
>>
>> It'll get moderately complicated when multiple files are involved via
>> include, but not insurmountable.
>>
>> Andrew
>>
>> Sent from myBrain
>>
>> > On Mar 24, 2015, at 13:34, Peter Falke <
>> stempeldergeschichte@googlemail.com> wrote:
>> >
>> > How to do it:
>> >
>> > The lexer adds to every call of a primitive a token with a index number
>> and the line number of the editor. They act as a pseudo-color. When drawing
>> the preview (F5) a second (non-visibale) view is drawn, where every
>> primitive is drawn with its pseudo-color. Now, when you click on the model
>> with the mouse, simply look up the color under the pointer in the
>> pseudo-view, and decode the editor line number from it.
>> > Now you could:
>> > - jumb in the file to the selected line number
>> > - open a new window with the parameter of that primitive and change
>> them right there
>> >
>> > TakeItAndRun
>> >
>> >
>> >
>> >
>> >
>> > _______________________________________________
>> > OpenSCAD mailing list
>> > Discuss@lists.openscad.org
>> > http://lists.openscad.org/mailman/listinfo/discuss_lists.openscad.org
>>
>> _______________________________________________
>> OpenSCAD mailing list
>> Discuss@lists.openscad.org
>> http://lists.openscad.org/mailman/listinfo/discuss_lists.openscad.org
>>
>
>
>
> --
> stempeldergeschichte@googlemail.com <karsten@rohrbach.de>
>
> P.S. Falls meine E-Mail kürzer ausfällt als Dir angenehm ist:
> Ich probiere gerade aus kurze Antworten statt gar keine Antworten zu
> schreiben.
> Wenn Du gerne mehr lesen möchtest, dann lass es mich bitte wissen.
>
> P.S. In case my e-mail is shorter than you enjoy:
> I am currently trying short replies instead of no replies at all.
> Please let me know, if you like to read more.
>
> Enjoy!
>
--
stempeldergeschichte@googlemail.com <karsten@rohrbach.de>
P.S. Falls meine E-Mail kürzer ausfällt als Dir angenehm ist:
Ich probiere gerade aus kurze Antworten statt gar keine Antworten zu
schreiben.
Wenn Du gerne mehr lesen möchtest, dann lass es mich bitte wissen.
P.S. In case my e-mail is shorter than you enjoy:
I am currently trying short replies instead of no replies at all.
Please let me know, if you like to read more.
Enjoy!
MK
Marius Kintel
Tue, Mar 24, 2015 7:44 PM
draw your scene to FBO and dedicate one texture as 'id' texture
then in fragment shader write the id to it
"normally" you would have a single RGBA texture attached to your FBO to save color
and in this case you would have another texture, possibly a single R8 or R16 texture that stores the object ID
On Mar 24, 2015, at 15:31 PM, Peter Falke <stempeldergeschichte@googlemail.com> wrote:
> draw your scene to FBO and dedicate one texture as 'id' texture
>
> then in fragment shader write the id to it
>
> "normally" you would have a single RGBA texture attached to your FBO to save color
>
> and in this case you would have another texture, possibly a single R8 or R16 texture that stores the object ID
>
That looks like the modern way of doing it.
The question is: What is the minimum version of OpenGL we should require?
What you describe above is available only on OpenGL 3-class hardware.
OpenGL 2 extensions for this exists, depending on drivers and hardware capability, see e.g. https://www.opengl.org/registry/specs/ARB/framebuffer_object.txt
For OpenGL <=2, there is glSelectBuffer, which offers something similar, see e.g. https://www.opengl.org/registry/specs/ARB/framebuffer_object.txt
-Marius
LG
Laurence Gonsalves
Tue, Mar 24, 2015 8:02 PM
I think you had a copy-paste error there? You posted the same link twice.
Here's a page with some info about the "classic" way of picking/selecting
in OpenGL:
https://www.opengl.org/archives/resources/faq/technical/selection.htm
On Tue, Mar 24, 2015 at 12:44 PM, Marius Kintel <marius@kintel.net> wrote:
> For OpenGL <=2, there is glSelectBuffer, which offers something similar,
> see e.g. https://www.opengl.org/registry/specs/ARB/framebuffer_object.txt
I think you had a copy-paste error there? You posted the same link twice.
Here's a page with some info about the "classic" way of picking/selecting
in OpenGL:
https://www.opengl.org/archives/resources/faq/technical/selection.htm
MK
Marius Kintel
Tue, Mar 24, 2015 8:04 PM
I think you had a copy-paste error there? You posted the same link twice.
Here's a page with some info about the "classic" way of picking/selecting in OpenGL:
https://www.opengl.org/archives/resources/faq/technical/selection.htm
On Mar 24, 2015, at 16:02 PM, Laurence Gonsalves <from-openscad@xenomachina.com> wrote:
> I think you had a copy-paste error there? You posted the same link twice.
>
> Here's a page with some info about the "classic" way of picking/selecting in OpenGL:
>
> https://www.opengl.org/archives/resources/faq/technical/selection.htm
Wops, I meant http://www.glprogramming.com/red/chapter13.html
-Marius
GF
Greg Frost
Tue, Mar 24, 2015 8:12 PM
Would this mean that you could only select positive objects? Wouldn't we also want to manipulate negative objects (I.e parts difference()ed from others?). Also, which object would be selected when hovering over the result of an intersection()?
On Mar 24, 2015, at 16:02 PM, Laurence Gonsalves from-openscad@xenomachina.com wrote:
I think you had a copy-paste error there? You posted the same link twice.
Here's a page with some info about the "classic" way of picking/selecting in OpenGL:
https://www.opengl.org/archives/resources/faq/technical/selection.htm
Would this mean that you could only select positive objects? Wouldn't we also want to manipulate negative objects (I.e parts difference()ed from others?). Also, which object would be selected when hovering over the result of an intersection()?
> On 25 Mar 2015, at 6:34 am, Marius Kintel <marius@kintel.net> wrote:
>
>> On Mar 24, 2015, at 16:02 PM, Laurence Gonsalves <from-openscad@xenomachina.com> wrote:
>>
>> I think you had a copy-paste error there? You posted the same link twice.
>>
>> Here's a page with some info about the "classic" way of picking/selecting in OpenGL:
>>
>> https://www.opengl.org/archives/resources/faq/technical/selection.htm
>
> Wops, I meant http://www.glprogramming.com/red/chapter13.html
>
> -Marius
>
>
> _______________________________________________
> OpenSCAD mailing list
> Discuss@lists.openscad.org
> http://lists.openscad.org/mailman/listinfo/discuss_lists.openscad.org
MK
Marius Kintel
Tue, Mar 24, 2015 8:17 PM
Would this mean that you could only select positive objects? Wouldn't we also want to manipulate negative objects (I.e parts difference()ed from others?). Also, which object would be selected when hovering over the result of an intersection()?
All negative objects are rendered as well, so this is mostly a UI issue in terms of how to guide selection.
-Marius
On Mar 24, 2015, at 16:12 PM, Greg Frost <Gregorybartonfrost@gmail.com> wrote:
> Would this mean that you could only select positive objects? Wouldn't we also want to manipulate negative objects (I.e parts difference()ed from others?). Also, which object would be selected when hovering over the result of an intersection()?
>
All negative objects are rendered as well, so this is mostly a UI issue in terms of how to guide selection.
-Marius