Blender does not remember window sizing if stretched across multiple monitors #36378

Closed
opened 2013-08-04 22:52:01 +02:00 by computer user · 14 comments

%%%--- Operating System, Graphics card ---

Windows 7 Ultimate 64 bit
GeForce GTX570

- Blender version with error, and version that worked ---

2.67b, 2.68, 2.68a (probably all of them)

- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Open Blender, simply stretch the window across multiple monitors, CTRL-U if you like and close the app. It will reopen on only one monitor.

I realize this is minor but am reporting it anyway in hopes that this can be remedied.

I use window 'stretching' rather than 'frame splitting to a new window' and placing that new window on a different monitor. The reason I do not want to split to a 'new' window is because I have to click on that new window to activate it in order to work in it. It becomes even more cumbersome if I have several new windows to work in. More often than not I am working in a separate window only to realize that nothing is happening because I didn't click in that window first to activate it. Stretching across multiple monitors allows me to just move my mouse to any monitor which has blender 'stretched' across, and continue working uninterrupted.

After setting up the stretched window and getting everything where I want it, then close Blender and reopen it, it's all back on one window and one monitor.

CTRL-U, 'saving startup file' does not save the position of the stretched window. It does save which monitor the program will start on, however.

Modifying the Blender shortcut using the -p 0 0 3820 1080 switch doesn't work. I've tried all kinds of sizes and starting positions. It will start where I want but will not span beyond the first monitor, no matter what I enter for coordinates. Using the -W switch on the end doesn't change anything but I believe that is for something else.

I use a program called FL Studio. It uses the same principals as Blender being one giant window and the ability to create/split frames or sub windows inside the main window as you like. When I close and reopen the main application window size is maintained.

The only thing that needs to be corrected is to have Blender save the main application window position that the user sets, even if it's across multiple monitors.

Note that the frames do maintain their position always. So the work around for now is to just open Blender and stretch the one side over to my other monitors. Simple but it's a pain to have to do it every time.

Thanks.

%%%

%%%--- Operating System, Graphics card --- Windows 7 Ultimate 64 bit GeForce GTX570 - Blender version with error, and version that worked --- 2.67b, 2.68, 2.68a (probably all of them) - Steps for others to reproduce the error (preferably based on attached .blend file) --- Open Blender, simply stretch the window across multiple monitors, CTRL-U if you like and close the app. It will reopen on only one monitor. I realize this is minor but am reporting it anyway in hopes that this can be remedied. I use window 'stretching' rather than 'frame splitting to a new window' and placing that new window on a different monitor. The reason I do not want to split to a 'new' window is because I have to click on that new window to activate it in order to work in it. It becomes even more cumbersome if I have several new windows to work in. More often than not I am working in a separate window only to realize that nothing is happening because I didn't click in that window first to activate it. Stretching across multiple monitors allows me to just move my mouse to any monitor which has blender 'stretched' across, and continue working uninterrupted. After setting up the stretched window and getting everything where I want it, then close Blender and reopen it, it's all back on one window and one monitor. CTRL-U, 'saving startup file' does not save the position of the stretched window. It does save which monitor the program will start on, however. Modifying the Blender shortcut using the -p 0 0 3820 1080 switch doesn't work. I've tried all kinds of sizes and starting positions. It will start where I want but will not span beyond the first monitor, no matter what I enter for coordinates. Using the -W switch on the end doesn't change anything but I believe that is for something else. I use a program called FL Studio. It uses the same principals as Blender being one giant window and the ability to create/split frames or sub windows inside the main window as you like. When I close and reopen the main application window size is maintained. The only thing that needs to be corrected is to have Blender save the main application window position that the user sets, even if it's across multiple monitors. Note that the frames do maintain their position always. So the work around for now is to just open Blender and stretch the one side over to my other monitors. Simple but it's a pain to have to do it every time. Thanks. %%%
Author

Changed status to: 'Open'

Changed status to: 'Open'
Member

%%%This is feature is meant to work, and has been reported to work on Windows, linux and OSX.

The fact "-p 0 0 3820 1080" fails is very strange - this can only fail if somehow the window manager refuses to open a window in that size.
We need someone else who can redo it to investigate this.

Meanwhile - could you check elsewhere on a different configured system? And carefully check nvidia settings for your screen, try some options for monitors, stuff like that.%%%

%%%This is feature is meant to work, and has been reported to work on Windows, linux and OSX. The fact "-p 0 0 3820 1080" fails is very strange - this can only fail if somehow the window manager refuses to open a window in that size. We need someone else who can redo it to investigate this. Meanwhile - could you check elsewhere on a different configured system? And carefully check nvidia settings for your screen, try some options for monitors, stuff like that.%%%

%%%Windows 7 x64
Blender 2.68
Confirmed, after saving startup and restarting blender, blender window fits only 1 monitor%%%

%%%Windows 7 x64 Blender 2.68 Confirmed, after saving startup and restarting blender, blender window fits only 1 monitor%%%

%%%Forgot to mention. I have Nvidia GTX570
driver version 306.94
And dual monitor system with 1280x1024 and 1920*1200 resolutions
%%%

%%%Forgot to mention. I have Nvidia GTX570 driver version 306.94 And dual monitor system with 1280x1024 and 1920*1200 resolutions %%%
Author

%%%As I mentioned, I have tried everything I know to do. I use many apps including FL Studio, World of Warcraft, EVE and many more and they all save the window positioning when stretched across multiple monitors. So for sure, it's not my environment.

The fact that the '-p- switch is failing could be part of the issue.

Note that Blender definitely saves any other window positioning. E.g., if I make the window small on one screen, CTRL+U, close and re-open, the new small window size is maintained. This works fine. It just doesn't seem to save multiple monitor coordinates.

I'm sure there is an area within the Blender code where the app can record the window size and apply that size when re-opened. That window size has to be acknowledged by the Blender code that the coordinates, if not existing on the current monitor, must exist on another monitor. Something like that.

%%%

%%%As I mentioned, I have tried everything I know to do. I use many apps including FL Studio, World of Warcraft, EVE and many more and they all save the window positioning when stretched across multiple monitors. So for sure, it's not my environment. The fact that the '-p- switch is failing could be part of the issue. Note that Blender definitely saves any other window positioning. E.g., if I make the window small on one screen, CTRL+U, close and re-open, the new small window size is maintained. This works fine. It just doesn't seem to save multiple monitor coordinates. I'm sure there is an area within the Blender code where the app can record the window size and apply that size when re-opened. That window size has to be acknowledged by the Blender code that the coordinates, if not existing on the current monitor, must exist on another monitor. Something like that. %%%
Member

%%%I have made this morning two commits that should solve this problem. A build with r59986 and later should work.%%%

%%%I have made this morning two commits that should solve this problem. A build with r59986 and later should work.%%%
Author

%%%I just tried 2.69RC1. Please note that this has not been fixed in release candidate 2.69

thanks%%%

%%%I just tried 2.69RC1. Please note that this has not been fixed in release candidate 2.69 thanks%%%
Member

%%%Unfortunately it was decided that a minor visual glitch was reason enough to revert the fix for this bug just before RC and release. Reopening the report.%%%

%%%Unfortunately it was decided that a minor visual glitch was reason enough to revert the fix for this bug just before RC and release. Reopening the report.%%%

Added subscriber: @JurgenHerrmann

Added subscriber: @JurgenHerrmann

Hi,

this is not a bug per definition. Actually Blender works as intended in this case.
In GHOST_WindowWin32.cpp on line 205 ++
The window rect is mapped to the nearest monitor and the width/height is reset to fit the screen dimensions of the Monitor.

We could redesign this but it'll take a bit of work and more ("window creation") logic at this point to avoid several things:

  • We have to check how many monitors we have
  • We have to avoid invisible or out of sight windows on systems with only one Monitor (in case .blend files are shared)

Many things I didn't even think about (Monitors stacked on top of each other instead of "panorama" etc..)

I'd say this isn't a bug it's definately a feature request.

Hi, this is not a bug per definition. Actually Blender works as intended in this case. In GHOST_WindowWin32.cpp on line 205 ++ The window rect is mapped to the nearest monitor and the width/height is reset to fit the screen dimensions of the Monitor. We could redesign this but it'll take a bit of work and more ("window creation") logic at this point to avoid several things: - We have to check how many monitors we have - We have to avoid invisible or out of sight windows on systems with only one Monitor (in case .blend files are shared) # Many things I didn't even think about (Monitors stacked on top of each other instead of "panorama" etc..) I'd say this isn't a bug it's definately a feature request.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Added subscriber: @ideasman42

Added subscriber: @ideasman42

Added subscriber: @Truebuild

Added subscriber: @Truebuild

I'm new to this stunning program (or should I call it an app lol)
I would like the size of the window to stay the same as when it was last set.
In my instance it always spans all three monitors making it difficult to view tutorials and use Blender.

It would be a great improvement if it stopped at the user set monitor or monitors.

However if it is too much work, just get on with other stuff ;)

Blender v2.78 verts:524
Windows 10

I'm new to this stunning program (or should I call it an app lol) I would like the size of the window to stay the same as when it was last set. In my instance it always spans all three monitors making it difficult to view tutorials and use Blender. It would be a great improvement if it stopped at the user set monitor or monitors. However if it is too much work, just get on with other stuff ;) Blender v2.78 verts:524 Windows 10
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Reference: blender/blender#36378
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