[K3d-development] Mesh selection heads-up ...
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From: Timothy M. S. <ts...@k-...> - 2005-10-21 16:36:46
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... I am running into a problem with the way we use the OpenGL pick mechanism to communicate mesh selection data to the UI layer, the issue is that we have been passing pointers to mesh components, but the objects are going out of scope while still in-use by the UI (causing the recent segfaulting with component selection). So the heads-up is that I'm going to be working on replacing this with an index-based solution where each selection record will combine an enumerated component type with a zero-based index. This should actually simplify coding on the UI side, since the selection records will be more-easily convertible to k3d::mesh_selection properties. The other advantage of this approach is that you don't have to have a pointer to a real C++ object to make it work, so you could support selection of "virtual" components, NURBS control-hulls come to mind. Mesh selection is giving me more grief than expected, but I think it's important to get it squared-away before 0.6. Good news is that the design should handle anything we throw at it. Cheers, Tim |