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EEVEE/Sculpt: Support Switching Drawing Engines
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Authored by Jeroen Bakker (jbakker) on Mar 22 2019, 4:38 PM.

Details

Summary

T62717: When switching from Workbench to EEVEE during sculpting
the sculptmesh was not drawn. One click later it was. From EEVEE to
Workbench this was not an issue.

Diff Detail

Repository
rB Blender

Event Timeline

This revision is now accepted and ready to land.Mar 22 2019, 4:43 PM
Clément Foucault (fclem) requested changes to this revision.Mar 25 2019, 5:01 PM

This introduces a regression: It is not possible to sculpt (without dyntopo or multires) with the assigned shaders (full shaded mesh). dyntopo & multires uses their own data structure so they must use a custom generic shader but standard drawing can (and must for consistency) use the full shaded mesh batch when possible.

This revision now requires changes to proceed.Mar 25 2019, 5:01 PM
Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)

Reverted the existing diff and did the minimum change.
As this works, I am not 100% sure we found the root cause.

It might be the solution if the root cause is that the sculptmesh and original mesh is one click off; but I haven't been able prove this.

Jeroen Bakker (jbakker) planned changes to this revision.Mar 28 2019, 2:56 PM

Look for root cause. It might be somewhere in the mesh update

Updated the patch to recalculate when switching to lookdev or render mode

This revision is now accepted and ready to land.Mar 28 2019, 4:04 PM
Brecht Van Lommel (brecht) requested changes to this revision.Mar 28 2019, 4:09 PM
  • This is not the only place that can change the shading type, there is also toggle_shading_exec.
  • It's also possible to change an editor to a 3D viewport and get a different shading type.
  • Generally there should not be any hardcoded checks for Cycles, it's not the only other render engine.

Do we understand the root cause of this?

This revision now requires changes to proceed.Mar 28 2019, 4:09 PM