Selection issues
Default version, Rift S (new logo). Advanced mode.
Created a multimirror object (streamers) copied and rebrushed the copy to (dots).
Moved off center
Switched to standard mirror mode
Used the tube toon inverted brush and made a symmetrical figure limb by limb.
Drew sections until had full body.
Attempted to select the head, in order to create groups.
Unable to select. Moved brush through the figure, only some strokes selected. Selected all, everything selected.
Unable to deselect some areas, including the head. Saved. Exited. Exited oculus. Reloaded open brush, opened scene. Issue persists
Unable to select. Moved brush through the figure, only some strokes selected. Selected all, everything selected.
Unable to deselect some areas, including the head. Saved. Exited. Exited oculus. Reloaded open brush, opened scene. Issue persists
8 Replies
OK. I've narrowed it down to v2.4 from Jan 26th
v2.3 from Jun 2023 is fine. This is probably good news because it can't be that easy to trigger the bug or else it would have been spotted sooner.
Another thing I noticed is that when you select the head parts, it's actually selecting parts lower down in the legs - so it's a case of some mismatch between the intersection and which stroke is identified.
I managed to "fix" the whole sketch once by some combination of repaint/rebrush but I can't reproduce that.
Going to try and narrow it down to a specific commit between 2.3 and 2.4
Apparently this is the culprit: https://github.com/icosa-foundation/open-brush/commit/460ff4c3f670d1316a5617f95217ad80ab764d7e
GitHub
Fix index truncation when exporting large glbs (#517) · icosa-found...
Result has been tested in Blender. I've got a fix for SDK/Toolkit..
merged to beta Sep 6, 2023
@AncientWorlds - can you check your config file and see if LargeMeshSupport is on or off?
LargeMeshSupport is definitely still buggy. It's merged but we've left it undocumented for that reason. You and Zandy are probably the only people that have tried it..
The only change in that commit that's not related to GLTF export is one that depends on LargeMeshSupport being on - so I'm hoping it's that.
15999 is a very strange number to pick as our vertex limit... It's close to 16384 however... If batch shader stores vertex ID in 14 bits or something?
(I'll always remember that number. It's the address at which the screen buffer started on a ZX Spectrum. @CaptainXap (Tim) - do I win the retro geek gold star this month?)
Ahhhh the days when a screen buffer was 7k
"LargeMeshSupport": true,
In the config file
Set that to false
alright thanks, will give that a try.