Crosshair cursor is too small when sculpting on 4k resolution. #81215
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Reference: blender/blender#81215
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System Information
Operating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66
Blender Version
Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-09-25 20:54, hash:
83dc97ccc0
Short description of error
On 4k monitor, while sculpting, the cursor is barely visible.
If the mesh is grey/white, you cant see the cursor.
Same on Vertex Paint and Weight Paint modes.
https://www.youtube.com/watch?v=fpADGvD47hE
Exact steps for others to reproduce the error
Added subscriber: @nsfnd
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Needs User Info'
Can you show an image indicating which cursor you are referring to? (The cross, the point in the center, the 3D Cursor...)
Added subscriber: @lichtwerk
I believe this is the same as {#79523}?
There was a fix, but reverted:
a0f6da0abc
6ade522f27
It is not clear what the current status is, but I think is is safe to merge these reports?
I made a quick video showing the problem.
https://www.youtube.com/watch?v=fpADGvD47hE
Changed status from 'Needs User Info' to: 'Archived'
From the video I don't know if the problem is the thin line or the relatively small radius.
You can change the radius of influence (a shortcut is F). You can also save the startup file with the new influence radius.
Although it would be interesting to change the default size of the circle depending on the viewport or have it defined in 3D space, this is not considered a bug.
Thanks for the report, but whatever the problem is here, it is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors.
For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug
Problem is, while sculpting in 4K resolution, the cursor is so small that you cant see it.
Take a look at cursor size in the Edit mode at 00:20 on the video.
Take another look at the cursor size in Sculpt mode at 00:27.
The difference is obvious.
Influence radius/brush size doesn't matter. It disappears while painting.
Changed status from 'Archived' to: 'Confirmed'
Oops sorry, now I can see the problem. (I didn't notice that my speaker was off before).
The crosshair cursor that is used in sculpt/paint modes is not the same as the edit mode (which is probably one of the operating system).
Perhaps the pixel size is not being considered in the drawing of that cursor.
Later I will test on a 4k monitor but for now I am confirming the bug.
Cursor is too small when sculpting on 4k resolution.to Crosshair cursor is too small when sculpting on 4k resolution.Added subscriber: @Harley
For Windows we have lots of multi-resolution cursors (the OS selects the appropriate size from many versions inside each one). For Apple we have a bunch of vector cursors (OS scales the cursors to any size). But for Linux we are still using our old and crappy mouse cursors, 16x16 at 1 bit per pixel, because we (so far) haven't found a common method of getting better Linux cursors on different distributions.
I think the intent with Linux cursors is that we'd always just do substitutions to OS-supplied cursors whenever blender asks for a custom cursor. So if the Edit Mode cursor looks fine it is because it is supplied by the operating system and would be a better fit than using the ugly custom one.
For this sort of platform-specific substitution we have GHOST_HasCursorShape() and GHOST_SetCursorShape(). So the version for Linux would say "yes" to GHOST_HasCursorShape() for GHOST_kStandardCursorCrosshairA (which is the WM_CURSOR_PAINT cursor) and then for GHOST_SetCursorShape with GHOST_kStandardCursorCrosshairA just set crosshair. That would be in GHOST_WindowSDL.cpp or GHOST_WindowWayland.cpp or GHOST_WindowX11.cpp - I'm not certain which one applies to your OS as I only run Windows.
If this is the desired solution then it would be easy, but would require a Linux dev with a 4K monitor....