Broken rendering of mesh (ngon filling) #67109

Closed
opened 2019-07-17 09:42:05 +02:00 by Miro Horváth · 8 comments

System Information
Operating system: W10
Graphics card: nvidia970

Blender Version
Broken: (example: 2.80, RC1)
Worked: never, I can see this problem even in 2.79b

Short description of error
Screenshot below shows the problem. If I move any of the vertices of the mesh or change object's origin it got fixed.
bug.jpg

Exact steps for others to reproduce the error
repro.blend

**System Information** Operating system: W10 Graphics card: nvidia970 **Blender Version** Broken: (example: 2.80, RC1) Worked: never, I can see this problem even in 2.79b **Short description of error** Screenshot below shows the problem. If I move any of the vertices of the mesh or change object's origin it got fixed. ![bug.jpg](https://archive.blender.org/developer/F7614400/bug.jpg) **Exact steps for others to reproduce the error** [repro.blend](https://archive.blender.org/developer/F7614393/repro.blend)
Author

Added subscriber: @MiroHorvath

Added subscriber: @MiroHorvath
Member

Added subscribers: @fclem, @ideasman42, @lichtwerk

Added subscribers: @fclem, @ideasman42, @lichtwerk
Member

Not exactly sure how this mesh has been created?, but somehow the filling of this ngon has a problem.
might be a numerical problem in this very specific case that leads to a borked winding/normal.
mesh seems to be valid otherwise (mesh.validate() returns False)
also tried re-sorting mesh indices, but that doesnt seem to have an effect...

other solutions:

  • flip normals solves the problem
  • delete only faces, fill again solves the problem as well

wouldnt consider this a bug, but maybe @fclem or @ideasman42 could shed some light on the exact reasons why this happens...

Not exactly sure how this mesh has been created?, but somehow the filling of this ngon has a problem. might be a numerical problem in this very specific case that leads to a borked winding/normal. mesh seems to be valid otherwise (`mesh.validate()` returns False) also tried re-sorting mesh indices, but that doesnt seem to have an effect... other solutions: - flip normals solves the problem - delete only faces, fill again solves the problem as well wouldnt consider this a bug, but maybe @fclem or @ideasman42 could shed some light on the exact reasons why this happens...

Added subscriber: @Vyach

Added subscriber: @Vyach

It is strange that glitch appear only when mesh is on the certain positions.
Only in the certain x-positions Blender tries to connect vertices wrong. Y positiom changes nothing.
2019-07-27_01-48-30.mp4

repro1.blend

It is strange that glitch appear only when mesh is on the certain positions. Only in the certain x-positions Blender tries to connect vertices wrong. Y positiom changes nothing. [2019-07-27_01-48-30.mp4](https://archive.blender.org/developer/F7630466/2019-07-27_01-48-30.mp4) [repro1.blend](https://archive.blender.org/developer/F7630469/repro1.blend)
Campbell Barton was assigned by Philipp Oeser 2019-08-02 12:39:45 +02:00
Member

Will assign to @ideasman42 for the time being...

Will assign to @ideasman42 for the time being...
Philipp Oeser changed title from Broken rendering of mesh to Broken rendering of mesh (ngon filling) 2019-08-05 09:30:51 +02:00

This issue was referenced by e31a1c6fd3

This issue was referenced by e31a1c6fd3e1b53af9de4a3da2a234ea2331a35b

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#67109
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