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Blender crashes when entering edit mode using a skin modifier while rendering with Eevee.
Open, Needs Triage by DeveloperPublic

Description

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.71

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
I have a mesh with a skin modifier. If i enter edit mode while using the workbench rendering, Blender crash.

exact steps
Select the "ring" mesh that has the skin modifier. While rendereing with Eevee, enter edit mode. Blender will crash.


Thanks.

Details

Type
Bug

Event Timeline

Can confirm on master and release. (Windows 10, AMD RX580)

BLI_assert(tangent_mask_curr == tangent_mask) is 0 == 512

Call stack (on master):

 	blender.exe!issue_debug_notification(const wchar_t * const message) Line 28	C++
 	blender.exe!__acrt_report_runtime_error(const wchar_t * message) Line 154	C++
 	blender.exe!abort() Line 61	C++
>	blender.exe!BKE_mesh_calc_loop_tangent_ex(const MVert * mvert, const MPoly * mpoly, const unsigned int mpoly_len, const MLoop * mloop, const MLoopTri * looptri, const unsigned int looptri_len, CustomData * loopdata, bool calc_active_tangent, const unsigned char[64] * tangent_names, int tangent_names_len, const float[3] * poly_normals, const float[3] * loop_normals, const float[3] * vert_orco, CustomData * loopdata_out, const unsigned int loopdata_out_len, short * tangent_mask_curr_p) Line 714	C
 	blender.exe!mesh_render_data_create_ex(Mesh * me, const int types, const DRW_MeshCDMask * cd_used, const ToolSettings * ts) Line 1167	C
 	blender.exe!DRW_mesh_batch_cache_create_requested(Object * ob, Mesh * me, const ToolSettings * ts, const bool is_paint_mode, const bool use_hide) Line 5483	C
 	blender.exe!drw_batch_cache_generate_requested(Object * ob) Line 4051	C
 	blender.exe!drw_engines_cache_populate(Object * ob) Line 1137	C
 	blender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * ar, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1629	C
 	blender.exe!DRW_draw_view(const bContext * C) Line 1546	C
 	blender.exe!view3d_draw_view(const bContext * C, ARegion * ar) Line 1466	C
 	blender.exe!view3d_main_region_draw(const bContext * C, ARegion * ar) Line 1491	C
 	blender.exe!ED_region_do_draw(bContext * C, ARegion * ar) Line 572	C
 	blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 622	C
 	blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 760	C
 	blender.exe!wm_draw_update(bContext * C) Line 940	C
 	blender.exe!WM_main(bContext * C) Line 424	C
 	blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 493	C
 	[External Code]