Object Rendered incorrectly in Vertex Select Edit Mode #58403
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Reference: blender/blender#58403
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system-info.txt
In edit mode when selecting vertices, the object is drawn incorrectly (see GIF). Each triangle is drawn with a cyan to black gradient with an additive black to red gradient that seems to represent depth. It goes away when you rotate the object or switch to Edge or Face Select.
Added subscriber: @nolan.lee.baker
#60680 was marked as duplicate of this issue
#59795 was marked as duplicate of this issue
#59076 was marked as duplicate of this issue
#59852 was marked as duplicate of this issue
#59247 was marked as duplicate of this issue
Added subscriber: @ZedDB
Is this still a problem in newer blender betas?
If it still is, provide the output if you run blender with --debug-gpu and check also if --debug-gpu-force-workarounds solves anything
Those outputs are with the December 4th build (blender-2.80.1b6a394d862-x86_64). Perhaps there's a newer build I'm unaware of, but that's the latest available at https://builder.blender.org/download/ . "--debug-gpu-force-workarounds" doesn't seem to work as an argument in that build.
Yep the build is too old for
--debug-gpu-force-workarounds
. ButERROR: Too many geometry shader invocations
is concerning. Can you run using the option--debug
so that I can see which shaders fail to compile?Building from source now. I'll report back when it's done.
Still no dice even with "--debug-gpu-force-workarounds". Getting myself familiar with the codebase. I'll do my best to debug.
Ha! you are building from source! perfect. Can you test P866 and tell me if it fixes the error?
EDIT: Also prefer adding output log as attachement file instead of copy/pasting them.
patchApplied.txt
Negative. Problem persists. The attached log shows all of the steps I took in applying the patch and building as well as the output from running it with the --debug flag turned on.
@nolan.lee.baker Can you try commenting all ocurences of
#define USE_INVOC_EXT
?Still no dice.
All of the "ERROR: Too many geometry shader invocations" messages are gone though:
Ok so the error message are gone !
Now for the actual issue: Can you try to apply P867?
Also did you try updating your driver?
P867output.txt
My drivers are as up to date as they will ever be. Apple end-of-lifed my MacBook a few months ago since it's not Metal compatible card (Intel HD Graphics 3000 512 MB). All I get now are security patches.
Perhaps you could talk me through what you're thinking the issue might be. I've written my fair share of C and GLSL, so I'm sure I can be more useful once I'm somewhat familiar with this codebase.
I'm thinking it's an alignment problem. Or somehting unrelated in the shader (we had this issue with other drivers).
You may want to edit the 3 files edited by the patch.
But you did not tell me if the patch did anything.
My apologies. The patch has caused no change in behaviour.
You may also try to see what does the loose edges shader do.
Just extrude a vertex in edit mode and see if the edge is displayed correctly.
The actual shader that is buggy is combining:
With the following defines:
VERTEX_FACING
VERTEX_SELECTION
EDGE_FIX
Woo! Making some form of progress:
Commenting out the line 199 -
BLI_dynstr_append(ds, "#define VERTEX_FACING\n");
- inedit_mesh_mode.c
makes it bearable to edit verts again.Still poking around. I'll report back when I understand what's going on a little more.
I've narrowed it down to line 147 in
edit_mesh_overlay_frag.glsl
.Commenting out the following seems to fix it:
FragColor.rgb = mix(colorEditMeshMiddle.rgb, FragColor.rgb, 1.0 - abs(facing) * 0.4);
From the looks of it,
colorEditMeshMiddle
is where the broken colors is coming from.I think it's the use of the "facing" attribute. If you comment this line it gets optimized out.
Yep, you're right. When I change it to just
FragColor.rgb = colorEditMeshMiddle.rgb;
, it's just a darker grey color.See if reordering attrib or adding padding to some of the vec3 (changing them to vec4) does fix this.
Added subscribers: @PedroMiranda, @JacquesLucke, @fclem
Sorry. I'm not a coder. But this appears to be part of the same problem.
In object mode / wireframe, we really suppose to see the triangles, as in the attached png?
Gets really complicated with more complex meshes...
thx again.
Pedro
Added subscriber: @Tupac-3
Added subscriber: @rmuller
@nolan.lee.baker Did you manage to find a fix?
@PedroMiranda No this is not normal but this is unrelated to the edit mode problem so you might want to open a new bug report if this still happens.
Added subscribers: @robin.vanee, @GavinScott
Added subscriber: @blenderhighschool
SOLVED!
The buggy colors in vertex mode disappeared on the 02-06-2019 release - Hash:
8c87af7440
. The OSX also released a security update 2019-001.Changed status from 'Open' to: 'Resolved'
Yes we changed how the wires are drawn.