Sequencer Preview shows texture which is apart of the window. #32941

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opened 2012-10-21 17:37:09 +02:00 by Campbell Barton · 9 comments

%%%Very strange bug, on my system this blend file shows apart of the window in the sequencer.
svn r51465%%%

%%%Very strange bug, on my system this blend file shows apart of the window in the sequencer. svn r51465%%%
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Changed status to: 'Open'

Changed status to: 'Open'

%%%Could confirm the issue and it's indeed strange. Seems it's me who're colunteering to look into this%%%

%%%Could confirm the issue and it's indeed strange. Seems it's me who're colunteering to look into this%%%
Author
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%%%rendering also seems not to work at all. this used to work well :S%%%

%%%rendering also seems not to work at all. this used to work well :S%%%

%%%This is something to do with Buffer Shadows of lamp Point.002. Still looking into this..%%%

%%%This is something to do with Buffer Shadows of lamp Point.002. Still looking into this..%%%

%%%Correction: it depends on buffer shadows and textrure rendering with GLSL enabled.%%%

%%%Correction: it depends on buffer shadows and textrure rendering with GLSL enabled.%%%

%%%So the issue happens due to call of GPU_frame_buffer_texture_bind when framebuffer texture was already bind. Possible solutions would be eitehr support some kind of stack of framebuffers or disable GLSL for sequencer.. It's pretty late here now, will check how difficult it'll be to support that stackish stuff tomorrow..%%%

%%%So the issue happens due to call of GPU_frame_buffer_texture_bind when framebuffer texture was already bind. Possible solutions would be eitehr support some kind of stack of framebuffers or disable GLSL for sequencer.. It's pretty late here now, will check how difficult it'll be to support that stackish stuff tomorrow..%%%

%%%I think we should avoid this situation and ensure the shadow stuff is done before binding the other framebuffer. This would also make opengl rendering with shadows and image textures a bit faster, since it's doing a useless reload/recompute there.%%%

%%%I think we should avoid this situation and ensure the shadow stuff is done before binding the other framebuffer. This would also make opengl rendering with shadows and image textures a bit faster, since it's doing a useless reload/recompute there.%%%

%%%Fixed in svn rev51534.

Rendered and Material opengl modes wouldn't work properly still (they'll fallback to solid/texture mode). But this is more a TODO actually.%%%

%%%Fixed in svn rev51534. Rendered and Material opengl modes wouldn't work properly still (they'll fallback to solid/texture mode). But this is more a TODO actually.%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#32941
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