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…
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…
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…