Type-OpenVolumeMesh issueshttps://gitlab.vci.rwth-aachen.de:9000/OpenFlipper-Free/Type-OpenVolumeMesh/-/issues2018-05-07T10:38:26Zhttps://gitlab.vci.rwth-aachen.de:9000/OpenFlipper-Free/Type-OpenVolumeMesh/-/issues/1Picking Issues2018-05-07T10:38:26ZMartin SchultzPicking IssuesPicking of OpenVolumeMesh objects is strange.
When the picking rendering plugin is used, and an edge is selected, the rendered edges are bogus.
Steps to reproduce:
* use picking renderer
* Add a volume mesh (e.g. tetrahedal cuboid)
* e...Picking of OpenVolumeMesh objects is strange.
When the picking rendering plugin is used, and an edge is selected, the rendered edges are bogus.
Steps to reproduce:
* use picking renderer
* Add a volume mesh (e.g. tetrahedal cuboid)
* enter edge selection mode for volume meshes
* pick an edge of the added mesh.
* watch the magic edges being randered arbitrarily.
Strangely changing back to the default internal renderer fixes the mess up, but the rendered mesh looks different in the picking renderer.Martin SchultzMartin Schultzhttps://gitlab.vci.rwth-aachen.de:9000/OpenFlipper-Free/Type-OpenVolumeMesh/-/issues/2Fix alpha rendering2019-02-02T22:10:20ZMartin HeistermannFix alpha renderingAt least in core profile, (semi-)transparent entities are rendered opaque.At least in core profile, (semi-)transparent entities are rendered opaque.https://gitlab.vci.rwth-aachen.de:9000/OpenFlipper-Free/Type-OpenVolumeMesh/-/issues/3Cell scaling factor UX unintuitive2019-02-12T14:43:20ZMartin HeistermannCell scaling factor UX unintuitiveWhen you select the scaling factor in the context menu of a PolyhedralMesh, nothing happens, except when this object (or another object of the same type) is targeted, then it applies to the targeted objects.When you select the scaling factor in the context menu of a PolyhedralMesh, nothing happens, except when this object (or another object of the same type) is targeted, then it applies to the targeted objects.https://gitlab.vci.rwth-aachen.de:9000/OpenFlipper-Free/Type-OpenVolumeMesh/-/issues/4Deleted entities are rendered inconsistently2019-10-21T10:36:49ZMartin HeistermannDeleted entities are rendered inconsistentlyWe should use the regular iterators everywhere instead of creating EntityHandles in counting loops.
There also is `mesh.n_logical_*()` to get the number of non-deleted entities.We should use the regular iterators everywhere instead of creating EntityHandles in counting loops.
There also is `mesh.n_logical_*()` to get the number of non-deleted entities.