Blender crashes when scaling or rotating in UV Image Editor #39653
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Reference: blender/blender#39653
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System Information
Win7 64bit GTX 285
Blender Version
2.70
dfbd994
Open the attached file and go in Image Editor Full Screen mode and press for example S or R. Blender crashes. When I remove the Edge Split modifier no crash happens.uv_bug.blend
Changed status to: 'Open'
Added subscriber: @heik
Added subscriber: @Sergey
Can not reproduce the crash here on linux.
Does it happen with latest builds from builder.blender.org or official 2.70 release?
Added subscriber: @willi-2
Can't repro either on Win7/64 (+AMD HD6850). Neither 2.70 official nor latest build.
It looks like the crash only happens with VBOs enabled.
Added subscriber: @ThomasDinges
Can't redo with the VBOs enabled as well. Could be something GPU or platform specific.
@ThomasDinges, mind testing this issue?
I just tested it again with the official blender builds (win32,
1ce726a
), (win64,9b60174
) and with an own build (df63e8f
) under Linux Ubuntu (but Virtual Machine) and allways the same crash (after loading factory settings no crash, but a crash as soon after I activated VBOs).@heik, virtual machine doesn't count. It might have buggy GPU which wouldn't support VBOs ;)
Added subscriber: @LukasTonne
I'm getting an assert failure with the test file here:
https://developer.blender.org/diffusion/B/browse/master/source/blender/gpu/intern/gpu_buffers.c$508
Note that going full-screen with image editor is actually necessary for this to happen, in split layout it won't fail on the assert (presumably because without a 3D view the dm doesn't get initialized?)
Added subscriber: @ideasman42
Psy-fi, Should this be an exception where initializing materials isnt needed?
draw_uvs_dm_shadow
is just drawing UV's so there's not really any point in requiring materials.I don't like those material initializations all over the place either but there's a catch I think. If the same object is drawn on the viewport for instance, this would create the GPUObject and any subsequent drawing in 3D viewport using VBOs would not have the materials correctly assigned. So better prepare the mesh buffers correctly anyway.
The reason this bug happens in full screen is that the GPUObject is already initialized in viewport. Do we really have any guarantee that the viewport will always be processed first though? I don't think so, better go by the 'book' :)
This issue was referenced by blender/blender-addons-contrib@02b1dbef8c
This issue was referenced by
02b1dbef8c
Changed status from 'Open' to: 'Resolved'
Closed by commit
02b1dbef8c
.