Vertex/Edges/Faces are selected in unpredictable, random locations #50631

Closed
opened 2017-02-09 11:55:30 +01:00 by Mediaklan · 11 comments

System Information
Fedora 25 64-bit Xfce 4.12.3, Intel Core i7-4790, Nvidia Geforce GTX 750 Ti [NVIDIA GM107], GLX Version: 4.5.0 NVIDIA 378.09 Direct Rendering: Yes, CUDA enabled
Note : Nvidia FSAA / Blender Multisample both disabled, Nvidia Triple Buffer enabled

Blender Version
Broken: 2.78a (sub 0), branch: master, commit date: 2016-10-24 12:20, hash: e8299c8, type: Release

Short description of error
With "limit selection to visible" enabled and without any modifiers present, when selecting vertex, edge or faces with SHIFT+Right click, box selection, or circle selection, the vertex/edges/faces targeted are being selected but so are other areas of the mesh in unpredictable and random places. Contrary to bug #45284 the problem is worse for me with vertex/edge selection than it is with the face selection in that it seems to select a greater number of vertex/edges that were unintended. The same issue applies to deselecting as well, when attempting to deselect vertex or edges, other vertex/edges are being deselected from other areas on the mesh.*Exact steps for others to reproduce the error//
Using the default scene, select the cube, enter edit mode, and subdivide 3 times or more. Change selection mode to "vertex/edge/face". Use circle select and drag on a corner of the subdivided cube. I see random areas of selection on the cube in different spots.
system-info.txt

*System Information* Fedora 25 64-bit Xfce 4.12.3, Intel Core i7-4790, Nvidia Geforce GTX 750 Ti [NVIDIA GM107], GLX Version: 4.5.0 NVIDIA 378.09 Direct Rendering: Yes, CUDA enabled Note : Nvidia FSAA / Blender Multisample both disabled, Nvidia Triple Buffer enabled *Blender Version* Broken: 2.78a (sub 0), branch: master, commit date: 2016-10-24 12:20, hash: e8299c8, type: Release *Short description of error* With "limit selection to visible" enabled and without any modifiers present, when selecting vertex, edge or faces with SHIFT+Right click, box selection, or circle selection, the vertex/edges/faces targeted are being selected but so are other areas of the mesh in unpredictable and random places. Contrary to [bug #45284 ](https:*developer.blender.org/T45284) the problem is worse for me with vertex/edge selection than it is with the face selection in that it seems to select a greater number of vertex/edges that were unintended. The same issue applies to deselecting as well, when attempting to deselect vertex or edges, other vertex/edges are being deselected from other areas on the mesh.*Exact steps for others to reproduce the error// Using the default scene, select the cube, enter edit mode, and subdivide 3 times or more. Change selection mode to "vertex/edge/face". Use circle select and drag on a corner of the subdivided cube. I see random areas of selection on the cube in different spots. [system-info.txt](https://archive.blender.org/developer/F470253/system-info.txt)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @mediaklan

Added subscriber: @mediaklan
Bastien Montagne was assigned by Mediaklan 2017-02-09 11:58:58 +01:00

Added subscriber: @Sergey

Added subscriber: @Sergey

Please don’t set priority yourself, and don’t assign bug either (unless you are totally sure who should handle the report).

Just to avoid asking this again, here was @Sergey question and @mediaklan answer in #45284:

In #45284#416282, @Sergey wrote:
[...] make sure you don't force FSAA in the video driver settings. Also try disabling multisample in viewport (you'll need to restart blender after that).

In #45284#416296, @mediaklan wrote:
FSAA and multisample both disabled, blender restarted, issue still there (that was my first thing tried I think).

No obvious in this answer, did you also checked you did disable fsaa in your driver settings (not in Blender, in nvidia control panel or something like that)?

Please don’t set priority yourself, and don’t assign bug either (unless you are totally sure who should handle the report). Just to avoid asking this again, here was @Sergey question and @mediaklan answer in #45284: > In #45284#416282, @Sergey wrote: > [...] make sure you don't force FSAA in the video driver settings. Also try disabling multisample in viewport (you'll need to restart blender after that). > In #45284#416296, @mediaklan wrote: > FSAA and multisample both disabled, blender restarted, issue still there (that was my first thing tried I think). No obvious in this answer, did you also checked you did disable fsaa in your driver settings (not in Blender, in nvidia control panel or something like that)?
Bastien Montagne removed their assignment 2017-02-09 12:08:26 +01:00

Added subscriber: @mont29

Added subscriber: @mont29
Author

Thank you for the clarification. I was unsure myself about a high/normal priority, and unsure too about the bug assignment (I thought I should ask both Sergey and you, based on your involvement with [#45284 ]]).So, again, thank you for your help !As mentionned earlier for reference in [ https:*developer.blender.org/T45284 | #45284 , using blender-softwaregl script is a workaround around the bug, but prevents both the use of opensubdiv compute and provokes glitches on meshes and UI.
Now, FSAA is disabled in nvidia-settings (linux proprietary nvidia control panel) and Multisample is disabled in Blender User Preferences. Triple Buffer is enabled, OpenGL threaded optimizations is enabled by nvidia (per se, since this latest nvidia driver has introduced an automatic switch based on performance/software requirements). Issue will occur whether I choose
OpenGL Select
or*OpenGL Occlusion Queries// in Blender User Preferences in System/Selection.

Thank you for the clarification. I was unsure myself about a high/normal priority, and unsure too about the bug assignment (I thought I should ask both Sergey and you, based on your involvement with [#45284 ]]).*So, again, thank you for your help !*As mentionned earlier for reference in [[ https:*developer.blender.org/T45284 | #45284 ](https:*developer.blender.org/T45284), using blender-softwaregl script is a workaround around the bug, but prevents both the use of opensubdiv compute and provokes glitches on meshes and UI. Now, *FSAA* is disabled in nvidia-settings (linux proprietary nvidia control panel) and *Multisample* is disabled in Blender User Preferences. *Triple Buffer* is enabled, *OpenGL threaded optimizations* is enabled by nvidia (per se, since this latest nvidia driver has introduced [an automatic switch ](http:*www.nvidia.com/download/driverResults.aspx/114232/en-us) based on performance/software requirements). Issue will occur whether I choose*OpenGL Select*or*OpenGL Occlusion Queries// in Blender User Preferences in System/Selection.

oki, thanks for precisions.

All I can say is that here, with latest master, GeForce GTX 850M, 4.5.0 NVIDIA 375.26, and on Debian testing, everything works fine.

And issue is definitively related to the driver, since softwaregl behaves OK for you too. Maybe you can try downgrading to an older driver, and see whether that fixes the issue?

oki, thanks for precisions. All I can say is that here, with latest master, GeForce GTX 850M, 4.5.0 NVIDIA 375.26, and on Debian testing, everything works fine. And issue is definitively related to the driver, since softwaregl behaves OK for you too. Maybe you can try downgrading to an older driver, and see whether that fixes the issue?
Author

Thing is, I already had this issue for (a little more) than 8 months, so nvidia drivers used are way back. I'm quite certain you're absolutely right when you say it's related to the driver, and my guess is that it could be related to both nvidia+blender settings own configuration.
Now that I've tried disable everything (FSAA, multisample, v-blank etc etc) maybe I should try enabling everything (AA, etc etc).
I'm also gonna try on a different but close configuration with a new blender default configuration (latest xubuntu with nvidia GT 540).
Still, maybe it could help to know your own personal settings (both with nvidia and blender) please ? Is there a way to share efficiently these settings without being annoying for you ?
PS : if not, don't mind me, I wil investigate more on my own.
And here's my blender philosophical quotes of the day : you don't know how much useful lasso/circle selection is until you can't use them. Mark my words.

Thing is, I already had this issue for (a little more) than 8 months, so nvidia drivers used are way back. I'm quite certain you're absolutely right when you say it's related to the driver, and my guess is that it could be related to both nvidia+blender settings own configuration. Now that I've tried disable everything (FSAA, multisample, v-blank etc etc) maybe I should try enabling everything (AA, etc etc). I'm also gonna try on a different but close configuration with a new blender default configuration (latest xubuntu with nvidia GT 540). Still, maybe it could help to know your own personal settings (both with nvidia and blender) please ? Is there a way to share efficiently these settings without being annoying for you ? PS : if not, don't mind me, I wil investigate more on my own. And here's my blender philosophical quotes of the day : you don't know how much useful lasso/circle selection is until you can't use them. Mark my words.
Author

I'll be damned. Now that's a first : no bug if I turn on multisample in Blender (2 to 16). From the moment it is turned on, I can do whatever I want with the nvidia settings and blender settings, no issues. There's a little catch (would have been too easy): edges/faces are a little "blurry" especially when looking at from a distance and/or rotating around them. Not that annoying.
Testing procedure was to reset everything, starting with a default blender configuration and default nvidia settings in both Fedora 25 (system described here) and a laptop (Thinkpad T530 with Quadro NVS 5400M, xubuntu xenial x64, using nvidia-proprietary drivers from package manager). While the Fedora 25 setup was still subject to the bug, the laptop setup had no problem whatsoever, whatever settings I've tried with it.
Same results with both new and old blender settings. Turning multisample on in the Fedora 25 setup solves the issue in both default and old blender settings.
So, my guess here, to be taken with caution : it's an hardware issue, or maybe specifically the geforce GTX 750 Ti will only work with multisample on.

I'll be damned. Now that's a first : no bug if I turn on multisample in Blender (2 to 16). From the moment it is turned on, I can do whatever I want with the nvidia settings and blender settings, no issues. There's a little catch (would have been too easy): edges/faces are a little "blurry" especially when looking at from a distance and/or rotating around them. Not that annoying. Testing procedure was to reset everything, starting with a default blender configuration and default nvidia settings in both Fedora 25 (system described here) and a laptop (Thinkpad T530 with Quadro NVS 5400M, xubuntu xenial x64, using nvidia-proprietary drivers from package manager). While the Fedora 25 setup was still subject to the bug, the laptop setup had no problem whatsoever, whatever settings I've tried with it. Same results with both new and old blender settings. Turning multisample on in the Fedora 25 setup solves the issue in both default and old blender settings. So, my guess here, to be taken with caution : it's an hardware issue, or maybe specifically the geforce GTX 750 Ti will only work with multisample on.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2017-02-10 10:04:54 +01:00

Oki… So at least there is a work around. But am afraid we cannot help much here really, this looks like faulty driver or hardware indeed. :/

Thanks for the report anyway.

Oki… So at least there is a work around. But am afraid we cannot help much here really, this looks like faulty driver or hardware indeed. :/ Thanks for the report anyway.
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Reference: blender/blender#50631
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