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Boolean crash.. I think.
Needs Information from User, NormalPublic

Description

Debian Stable. Nvidia GTX970

Broken: 3.0.0-8d30a7a1cf7b
Worked: version: 2.93.0 Alpha, branch: master, commit date: 2021-03-18 21:29, hash: 36deb8a48ef2, type: Release

Seg fault *possibly* on boolean'ing perfectly aligned faces in a temporarily bad object (you'll see).
(Backtrace on non-debug build is below).

  1. Load .blend that I don't forget to attach.
  2. Enable mirroring on the selected wedge object ("... LeftRight" is in the name, but it's selected so you'll see it).
  3. Sometimes it doesn't fail the first time. Delete that Mirror modifier and add it again. Once I had to do that another time, but otherwise it reliably crashes on the first or second, for me.
  • Note: If it's not visibly obvious, the wedges are subtracted from the pyramidal/cube-ish shape, which has the boolean modifier on it. I didn't have a build to examine the segfault more in depth.

#0  0x000000000a5956cb in ?? ()
#1  0x000000000a5958a6 in ?? ()
#2  0x000000000a5bfd72 in ?? ()
#3  0x00000000013203c5 in ?? ()
#4  0x000000000a5c0a94 in ?? ()
#5  0x000000000131e8f5 in ?? ()
#6  0x000000000131ebab in ?? ()
#7  0x000000000131c3d0 in ?? ()
#8  0x000000000a5bfa5b in BLI_task_parallel_range ()
#9  0x000000000a59f6c6 in blender::meshintersect::trimesh_nary_intersect(blender::meshintersect::IMesh const&, int, std::function<int (int)>, bool, blender::meshintersect::IMeshArena*) ()
#10 0x000000000a589bbe in blender::meshintersect::boolean_trimesh(blender::meshintersect::IMesh&, blender::meshintersect::BoolOpType, int, std::function<int (int)>, bool, bool, blender::meshintersect::IMeshArena*) ()
#11 0x000000000a58d1e9 in blender::meshintersect::boolean_mesh(blender::meshintersect::IMesh&, blender::meshintersect::BoolOpType, int, std::function<int (int)>, bool, bool, blender::meshintersect::IMesh*, blender::meshintersect::IMeshArena*) ()
#12 0x0000000001df0461 in blender::meshintersect::direct_mesh_boolean(blender::Span<Mesh const*>, blender::Span<blender::float4x4 const*>, blender::float4x4 const&, blender::Span<blender::Array<short, 4l, blender::GuardedAllocator> >, bool, bool, int) ()
#13 0x00000000015bcced in ?? ()
#14 0x000000000124d13c in ?? ()
#15 0x000000000124e86a in ?? ()
#16 0x000000000124f430 in ?? ()
#17 0x000000000124f5df in makeDerivedMesh ()
#18 0x000000000100a0e0 in BKE_object_handle_data_update ()
#19 0x000000000100a47f in BKE_object_eval_uber_data ()
#20 0x00000000086fb0e2 in ?? ()
#21 0x00000000086fb2b2 in ?? ()
#22 0x00000000013203c5 in ?? ()
#23 0x000000000a5bf7a3 in ?? ()
#24 0x000000000131e8f5 in ?? ()
#25 0x000000000131ebab in ?? ()
#26 0x00000000013200d7 in ?? ()
#27 0x0000000001318e50 in ?? ()
#28 0x000000000131a5ac in ?? ()
#29 0x000000000131a7a9 in ?? ()
#30 0x00007ffff7f28fa3 in start_thread (arg=<optimized out>) at pthread_create.c:486
#31 0x00007ffff72d44cf in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95
`

Event Timeline

Jaggz H (jaggz) added a comment.EditedSun, Apr 25, 4:47 AM

Clarification was requested:

  1. Load blend
  2. Add mirror modifier to the active object (fast method, default, should crash)

Steps are unclear for me at least. I can not reproduce the crash.

Germano Cavalcante (mano-wii) changed the task status from Needs Triage to Needs Information from User.Tue, May 4, 8:45 PM

Enable mirroring on the selected wedge object ("... LeftRight" is in the name, but it's selected so you'll see it).

The object selected in the file is called "Cube.002". Is it the correct file?

I am also not sure how to replicate the problem.