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Wrong rendering of solid model (by Henrik Andersson)
The solid model rendering is wrong, looks like the face normals are inverted eg. CW vs. CWW problem, see attached image. I also get the following error spammed to console which might be related ?

Vector::WithMagnitude(1.14253) of zero vector!Vector::WithMagnitude(1.14253) of zero vector!Vector::WithMagnitude(1.14253) of zero vector!

- Produced with solvespace from git commit 12a29d

- Using NVIDIA prop. drivers
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 650/PCIe/SSE2
OpenGL core profile version string: 4.3.0 NVIDIA 331.113
OpenGL core profile shading language version string: 4.30 NVIDIA via Cg compiler
OpenGL version string: 4.4.0 NVIDIA 331.113
OpenGL shading language version string: 4.40 NVIDIA via Cg compiler
Sun Jan 4 2015, 15:00:33, download attachment solve_rendering_problem.jpg
(no subject) (by Jonathan Westhues)
Can you post the .slvs file? Is your model really big or really small (in the sense of scale, not entity count; i.e., are the lines really long or really short)? I'm wondering if we've run out of precision in the Z buffer.
Sun Jan 4 2015, 15:23:05
(no subject) (by Henrik Andersson)
I can recreate the issue with any extrusion, attached a simple box extrusion which shows the same problem.
Sun Jan 4 2015, 15:26:54, download attachment example.slvs
(no subject) (by Jonathan Westhues)
Interesting. Have you played with the graphics drivers at all, or tried falling back to software rendering or whatever? This seems to be limited to your particular configuration, of course.
Sun Jan 4 2015, 16:00:18
(no subject) (by Henrik Andersson)
That was my initial thought too, but didn't had the time. However now I had time and I did swap out the NVIDIA prop. drivers with Mesa. The rendering of solid model is correct both using Nouveau and by forcing use of software rendering (llvmpipe).

The error log message is still there but it's unrelated.
Sun Jan 4 2015, 16:48:00
(no subject) (by whitequark)
I have debugged this issue. It is due to the FLTK GL initialization code always using the 8-bit depth buffer, as opposed to 24-bit depth buffer that SolveSpace requests on Windows. A patch is available here: https://github.com/whitequark/...82795fd9288ac605ca858a013662c7
Sun Mar 22 2015, 09:55:45
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