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Fix Bounding Box download modal and node selection #5624
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…ster' of github.com:scalableminds/webknossos into panel-content-and-new-controls-followup
…scalableminds/webknossos into panel-content-and-new-controls-followup
…el-content-and-new-controls-followup
Wouldn't it make more sense to use the same clipping distance which is used for actual rendering? That way, the user can only select if and only if the node is indeed visible to the user. |
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I'm snatching the review from @daniel-wer (I hope this is alright).
I don't understand why the original renderToTexture
function does not use the same clipping distance as the normal rendering. I'll investigate a bit now, since @MichaelBuessemeyer probably hasn't time for that before Thursday. Ping me if I'm interfering 🙈
frontend/javascripts/oxalis/view/right-border-tabs/bounding_box_tab.js
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Alright, I'm handing the review back to @daniel-wer 😅 The good news is that using the actual @daniel-wer Feel free to review the code and test again :) |
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Code mostly lgtm, just some smaller clarifications 👍
The node selection in the viewports works very well. However, the node selection in the 3D view seems to be broken for me.
I wasn't able to test the bounding box export, online, but if you tested it successfully, it should be good to go :)
frontend/javascripts/oxalis/view/left-border-tabs/layer_settings_tab.js
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very good catch! I fixed it now :) |
…el-content-and-new-controls-followup
Code LGTM, I'll do a final test once the CI build went through. |
cool! you can test it now here: https://panelcontentandnewcontrolsfollowup.webknossos.xyz/annotations/Explorational/60f821970100008a00e04803#459,516,512,0,2.000,1 |
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Awesome 👍
Thanks, for pushing this PR without me :) |
This PR fixes the Bounding Box download modal. It could not be rendered, because the context of the redux store was missing when using
renderIndepentendly
. I just incorporated this now into the bounding box tab, where the store context is available.The node selection was too eager / worked for too far away nodes. See #5621. This is hopefully fixed via setting the far plane of the camera used to render the scene with the skeletons to 1. Thus all far away nodes should be clipped away and cannot be selected anymore.
But this needs some more testing.
URL of deployed dev instance (used for testing):
Steps to test:
jobsEnabled=true
)Issues:
[ ] Updated (unreleased) migration guide if applicable[ ] Updated documentation if applicable[ ] Adapted wk-connect if datastore API changes[ ] Needs datastore update after deployment