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Editor Show Hierarchy: display exception When Zoom exceeds 1000% #7404

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XHXIAIEIN opened this issue Sep 19, 2023 · 2 comments
Open

Editor Show Hierarchy: display exception When Zoom exceeds 1000% #7404

XHXIAIEIN opened this issue Sep 19, 2023 · 2 comments
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@XHXIAIEIN
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XHXIAIEIN commented Sep 19, 2023

Problem description

When the zoom in the editor exceeds 1000%, arrows will appear.

Snipaste_2023-09-20_00-51-35

Snipaste_2023-09-20_00-55-23

Attach a .c3p

https://editor.construct.net/#open=interior-designer

Steps to reproduce

  1. Observe ObjectRepository Layout

Observed result

Expected result

More details

Affected browsers/platforms:

First affected release:

System details

View details

Platform information
Product: Construct 3 r359 (beta)
Browser: Chrome 117.0.5938.89
Browser engine: Chromium
Context: browser
Operating system: Windows 11
Device type: desktop
Device pixel ratio: 1
Logical CPU cores: 16
Approx. device memory: 8 GB
User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/117.0.0.0 Safari/537.36
Language setting: en-US

Local storage
Storage quota (approx): 120 gb
Storage usage (approx): 64 mb (0.1%)
Persistant storage: No

Browser support notes
This list contains missing features that are not required, but could improve performance or user experience if supported.

Nothing is missing. Everything is OK!
WebGL information
Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)
Numeric version: 2
Supports NPOT textures: yes
Supports GPU profiling: no
Supports highp precision: yes
Vendor: Google Inc. (NVIDIA)
Renderer: ANGLE (NVIDIA, NVIDIA GeForce RTX 2070 Super with Max-Q Design Direct3D11 vs_5_0 ps_5_0, D3D11)
Major performance caveat: no
Maximum texture size: 16384
Point size range: 1 to 1024
Extensions:

EXT_color_buffer_float
EXT_color_buffer_half_float
EXT_disjoint_timer_query_webgl2
EXT_float_blend
EXT_texture_compression_bptc
EXT_texture_compression_rgtc
EXT_texture_filter_anisotropic
EXT_texture_norm16
KHR_parallel_shader_compile
OES_draw_buffers_indexed
OES_texture_float_linear
OVR_multiview2
WEBGL_compressed_texture_s3tc
WEBGL_compressed_texture_s3tc_srgb
WEBGL_debug_renderer_info
WEBGL_debug_shaders
WEBGL_lose_context
WEBGL_multi_draw
WEBGL_provoking_vertex
Audio information
System sample rate: 48000 Hz
Output channels: 2
Output interpretation: speakers
Supported decode formats:

WebM Opus (audio/webm; codecs=opus)
Ogg Opus (audio/ogg; codecs=opus)
WebM Vorbis (audio/webm; codecs=vorbis)
Ogg Vorbis (audio/ogg; codecs=vorbis)
MPEG-4 AAC (audio/mp4; codecs=mp4a.40.5)
MP3 (audio/mpeg)
FLAC (audio/flac)
PCM WAV (audio/wav; codecs=1)
Supported encode formats:

WebM Opus (audio/webm; codecs=opus)
Video information
Supported decode formats:

WebM AV1 (video/webm; codecs=av01.0.00M.08)
MP4 AV1 (video/mp4; codecs=av01.0.00M.08)
WebM VP9 (video/webm; codecs=vp9)
WebM VP8 (video/webm; codecs=vp8)
Ogg Theora (video/ogg; codecs=theora)
H.265 (video/mp4; codecs=hev1.1.2.L93.B0)
H.264 (video/mp4; codecs=avc1.42E01E)
Supported encode formats:

WebM AV1 (video/webm; codecs=av1)
WebM VP9 (video/webm; codecs=vp9)
WebM VP8 (video/webm; codecs=vp8)

@DiegoScirra
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This only happens when using the Regular value for the project setting Z axis scaling.

This is difficult to solve because there doesn't seem to be a good way to distinguish between good results from bad results in the math involved.

@AshleyScirra
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@DiegoScirra - maybe just skip rendering arrows if the start or end point is too far away from the viewport. It's probably not useful to have arrows from far away criss-crossing over the screen anyway, and it looks like it might avoid the glitchy case too.

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