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Blender 2.77a crashes on cycles
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Windows 7 Home 64 on i7 quadcore
GPU Radeon HD 6850

Blender Version
Blender 2.77a (any previous version is working fine).

Short description of error
It crashes every time I select Cycles rendering.

Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps
Just run Blender and click on Cycles Render.

Event Timeline

Giorgio Forense (Kablooie) claimed this task.
Giorgio Forense (Kablooie) raised the priority of this task from to 90.
Giorgio Forense (Kablooie) updated the task description. (Show Details)
Giorgio Forense (Kablooie) edited a custom field.
Bastien Montagne (mont29) lowered the priority of this task from 90 to 30.May 15 2016, 11:04 AM


  • Give us your exact Blender, OS and GPU (including drivers) versions, as requested in the template!
  • Ensure both your OS and drivers are fully up-to-date.
  • Try to disable any running antivirus.
  • Try to re-download and re-install Blender.
  • Try the latest build from our buildbot.
  • Try to start Blender in factory settings (--factory-startup commandline option) (this will ensure whether this is a userpref or addon issue or not).
  • Attach as text file here the report generated by Help -> System Info (do not paste it directly in comment).
  • Launch Blender from the command line with -d option and attach as text file here any error printed out in the console (do not paste it directly in comment).

Switching to fully guarded memory allocator.
Color management: using fallback mode for management
Blender 2.77 (sub 1)
Build: 2016-05-16 03:02:42 Linux Release
argv[0] = ./blender
argv[1] = -d
read file /home/dr2d4/.config/blender/2.77/config/startup.blend

Version 277 sub 1 date 2016-05-15 14:56 hash 23bdcfe

twice clicks on OBLuz and closes blender

mangostaniko added a subscriber: mangostaniko.EditedMay 16 2016, 12:11 PM

Can reproduce as described by Daniel for

Version 2.77 sub 0 date 2016-04-05 18:12 hash abf6f08

Interestingly the segmentation fault (somewhere down GPU_buffer_draw_elements in GL_TRIANGLES mode after cdDM_drawFacesSolid) on double click on this object seems to be related to the specific mesh. After adding or removing any element to the mesh, or reassigning the materials to different faces, the issue no longer occurs. Maybe some kind of mesh update callback was skipped?

@Daniel Rivera (Dr2d4) what steps did you use to create that mesh?

to reproduce the error:

  1. add a plane
  2. make a vertical cut
  3. Assign a material to one side. then assign other material on the other side
  4. Select one side and separate by pressing the P key
  5. return to object mode
  6. Now select the two sides of the plane and press Ctrl + J

finally press twice click on the plane

result: error

short demonstration:

@Bastien Montagne (mont29)

mangostaniko added a comment.EditedMay 16 2016, 11:53 PM

Thanks for the video!
This is really interesting... Basically steps 1–3 seem to be enough to make it crash on double click, in other words:

  1. Take a mesh of two faces (dont need to be joined, also works with more faces).
  2. Assign a new material to each face.

-> Crash on double click.

For some reason i have an intuition that this might be related to T24948?

@mangostaniko if its interesting and really should be solved soon because even basic scenes are difficult to handle with this ruling

I see no relationship with T24948 but you have to make a review

mangostaniko added a comment.EditedMay 17 2016, 2:30 AM

Could not agree more would be great to see this solved! Wish i had more time and wisdom at the moment (currently i am pretty much an apprentice). Would love to look into this as soon as i can but i hope someone experienced can look at this at the moment, as currently i must admit i have a lot of things to do regarding studies and personal things, so at least i could help a little bit here.

One more thing i found remarkable: If material indices are assigned to face indices as 0->0 and 1->1 it crashes, however if assigned 1->0, 0->1 it does not.

(To show face indices enter = True in python console and enable via the properties panel Mesh Display -> Edge Info -> Indices.)

Hrmmm… sorry for the delay, tried to reproduce this today, with no luck, neither with the given fail.blend nor following the steps…

Can you please check whether this issue still happens for you with latest master? Cycles' drawing code has been changed quite a bit lately afaik.

Daniel Rivera (Dr2d4) added a comment.EditedJun 1 2016, 9:06 PM

If. The problem still persists

The temporary solution to continue working with cycles was comment lines:

File: view3d_view.c
Function: view3d_opengl_select
Lines: 1147 - 1150

if (v3d->drawtype > OB_WIRE) {
    v3d->zbuf = true;

Commenting on these lines prevents closes blender

The problem is that the zbuf this to true

Does it work if you use OpenGL Occlusion Query (from Preferences -> System -> Selection) instead of OpenGL Select?

Yes, @mangostaniko works correctly because you stop using the function view3d_opengl_select in this way that no longer error

Sergey Sharybin (sergey) changed the task status from Unknown Status to Unknown Status.Jun 7 2016, 1:58 PM
Sergey Sharybin (sergey) claimed this task.

You guys are mixing completely different issues here.

Original report is about switching to Cycles render engine reported by @Giorgio Forense (Kablooie). before looking into that issue it sis crucial to make sure latest drivers from AMD sire are installed. So Giorgio, please do that, and if it doesn't help provide console output log of blender --debug-cycles.

Rest of the comments are related to selection in viewport, which is nothing to do with Cycles at all. backtrace in that issue goes to OpenGL driver, which we don't maintain. In order to process with that:

  • Check fi it works with blender-softwaregl
  • If it does work, then the issue is definitely in driver and you have to fire the report to MESA.

I will archive this report, because it's becoming a mess here. If you'll believe there's still issue in Blender please go ahead and re-submit one clear bug report for each of the problems (and do not try to cover all same-looking issues in one report).