From d0c426c3832a66725c1ced8f8fd9c12eabfa5bea Mon Sep 17 00:00:00 2001 From: Jamie Wells Date: Mon, 2 Nov 2026 00:54:46 +0000 Subject: [PATCH] docs: clarify mesh selection silhouette highlighting --- docs/CAMERAS_AND_LIGHTS/scene-selection-outline.md | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/docs/CAMERAS_AND_LIGHTS/scene-selection-outline.md b/docs/CAMERAS_AND_LIGHTS/scene-selection-outline.md index 67d12ac..1c8c718 100644 --- a/docs/CAMERAS_AND_LIGHTS/scene-selection-outline.md +++ b/docs/CAMERAS_AND_LIGHTS/scene-selection-outline.md @@ -5,10 +5,15 @@ In the editor Scene viewport, select a mesh to display its orange outline, then orbit the camera around it. The outline should remain a narrow border when the camera lines up with any object axis. No material or script setup is required. +The mesh keeps its shaded surface colors while selected; orange appears around +its visible silhouette, including holes, rather than filling its faces. Geometry +in front of the selection still hides the outline. The current renderer expands a back-face mesh shell using camera depth and viewport resolution, targeting roughly three pixels of padding along each object axis. Nonuniform object scale is accounted for in world space. This is an approximate outline: corners, perspective across large meshes, and irregular mesh shapes can -vary in thickness. If a selection fills the viewport with orange at a particular +vary in thickness. Visible selected surfaces are masked before the shell is drawn +so concave or overlapping parts cannot paint orange across the selected faces. +If a selection fills the viewport with orange at a particular orbit angle, that is a rendering fault; it is not an outline or material setting.