Seemingly trivial union problem in Feb 21 beta

 From:  Michael Gibson
3368.12 In reply to 3368.11 
Hi Burr,

> Disregard my post about the corner of the little piece. This seems
> to be just a display angle visual thing and nothing wrong with
> the object.

Yeah, that's just a part of the display mechanism - that's what you see when the "near clipping plane" is hitting the objects.

The way 3D graphics cards work, they basically require a boundary to be set for a clip plane on both the near and far distances as seen from the eyepoint, and in a perspective projection it loses z-buffer resolution if you set the near one to be just right at the eye point.

If you switch to a parallel projection rather than perspective then that won't happen anymore.


re: Inverted normals - yeah when you see a boolean difference performing as if it were a union, and you've got 2 solids that will probably mean that the surface normal orientation on one of them is incorrect. On a solid the geometry library will do some ray firing analysis to automatically determine which side the "outside" is supposed to be, but in some rare situations it could get confused or maybe something forgot to do the rayfiring step. If you run across it, you can solve it by using Edit > Separate followed by Edit > Join to rejoin the surfaces into a solid - that will also run the inside/outside calculator.

- Michael