Selection Highlighting in max makes selection a lot more reliable, but then selection works completely different from how it normally does (holding ctrl without clicking flags everything you pass over with the cursor to be selected when you click) If only it worked more like Silo's selection highlighting.
I don't get it. One of my pet hates with max is that ignore backfacing only works if the surface is facing away from the viewport (self explanatory). But what about the majority of the time when there are vertices behind the surface you're woking on which get selected because they're not backfacing? Viewport clipping's a…
I believe ignore backfacing works the same way backface culling does by using the face normal to determine if it's drawn (or selectable) or not. This is why it's allowing these verts to be selected. Would it be hard to code something like that? Probably not, you'd just have to check if those verts are behind the drawn…
It shouldn't be an issue really, backface ignore in blender will make only the visible polygons/vertices/edges selectable. I'm pretty sure other applications do it properly aswell.
This is possible, but it's slow. I wrote a script a while back that did a per-pixel test for selection, and it worked like so: Duplicate all scene geometry into separate polygons hide everything else Color these separated polygons each with a unique color (255*255*255) possibilities Don't use the max background color, or…