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Can't pan more on the viewport when set to camera view with a wide resolution.
Confirmed, LowPublicKNOWN ISSUE


System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28

Blender Version
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: rBf1aa4d18d49d

Short description of error
I can't pan to the side more than this with the camera on the viewport. I wanted to have the cube in the center of the viewport but blender just doesn't pan anymore.

HOWEVER! if I change the ratio of the 3D editor, it works (up to a limit), it is a workaround, but a weird one!
Like this:

Exact steps for others to reproduce the error
Open the file and try to pan to have the cube on the center of the viewport without exiting camera view:

This happens with this kind of resolution settings and the camera > sensor fit > set to Vertical (that I need in my project).

Event Timeline

I can reproduce it. The issue is caused by these two lines in viewmove_apply:

CLAMP(vod->rv3d->camdx, -1.0f, 1.0f);
CLAMP(vod->rv3d->camdy, -1.0f, 1.0f);

Just removing them seems to solve the problem. I'm not sure if there is a fundamental reason for why these hard limits have to exist.

Richard Antalik (ISS) changed the task status from Needs Triage to Confirmed.Thu, Feb 6, 9:50 PM
Julian Eisel (Severin) triaged this task as Low priority.EditedTue, Feb 18, 12:03 PM
Julian Eisel (Severin) changed the subtype of this task from "Report" to "Known Issue".

I do think these limits should exist, why would you want to keep scrolling out of camera bounds? This perspective is meant to show what the camera sees, not to navigate the viewport.
Also note that moving the view behaves glitchy without these limits and continuous grab enabled.

However, the clamping should be done in a way that respects zooming and the current dimensions. Checked this briefly last week but couldn't get it to work. Maybe it's easy to solve this, but would consider this rather low priority.

This is also not a bug in strict terms, since the code was simply not written to respect zoom and dimensions. It technically behaves as intended. So marking this as known issue.

Julian, I agree there can be a limit to avoid glitches, just with I could pan a little more, while having the camera limits on the viewport, because it is hindering my workflow this way. Anyway, with changing the proportions of the editor "hack" it is definitely not crucial.