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Camera Gizmo - draws when unselected, also flickers
Open, Confirmed, LowPublic

Description

System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6373

Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: rBf6cb5f54494e
Worked: (optional)

Short description of error
After deselecting camera the rectangle part is lighted in yellow and black non-consistently

Exact steps for others to reproduce the error
Start Blender
Select camera
Deselect camera

Details

Type
Bug

Event Timeline

Philipp Oeser (lichtwerk) lowered the priority of this task from Needs Triage by Developer to Waiting for Developer to Reproduce.Jul 31 2019, 10:36 AM

This is the lens gizmo used to manipulate the camera FOV [which seems to stay active on the active object (while the camera is deselected it is still active)]

Seems to be true for all object gizmos [light, wind force, ...]
@Campbell Barton (campbellbarton) , @William Reynish (billreynish) : this is by design, right? Or should the gizmo only be active if the object is both active and selected?

Philipp Oeser (lichtwerk) renamed this task from Camera selection display bug to Camera gizmo bug?.Jul 31 2019, 10:37 AM
William Reynish (billreynish) lowered the priority of this task from Waiting for Developer to Reproduce to Confirmed, Low.

Currently those gizmos don't require the object to be selected first. However, perhaps that could make sense in some cases.

In any case, this FOV gizmo should not be flickering like this - it does make it seem unstable or like a bug.

@Campbell Barton (campbellbarton) I guess we need to make the FOV gizmo always draw on top of the rest of the camera?

Philipp Oeser (lichtwerk) renamed this task from Camera gizmo bug? to Camera Gizmo - draws when unselected, also flickers.Wed, Nov 6, 10:32 PM

Currently we don't have a simple way to make the gizmo draw on-top of the camera, without it drawing on-top of everything else.

Since there are likely other cases where we will run into this we could use a shader that applies a dept bias.