- User Since
- Jul 9 2014, 7:45 PM (227 w, 1 d)
Wed, Nov 14
Tue, Nov 13
Fixed by rB14e4fb2773c5
Fixed by rB14e4fb2773c5
@Mal Duffin (mal_cando) what's the build number? the buildbot are only updating around 1am. So you might have tested an old build without the fix.
Mon, Nov 12
@Sergey Sharybin (sergey) This is already the case. The problem was the thread safety of gpu_batch_presets_register/unregister().
This is a tricky case. Because the backface culling is a per viewport option and when doing F12 render there is no "view 3D" involved, but only the camera. So yes the best way would be to do what @Philipp Oeser (lichtwerk) suggested but that comes with a cost so I don't really like this. Maybe @Pablo Vazquez (pablovazquez) / @William Reynish (billreynish) have an idea.
It matches cycles if there is only ONE transmission event. Your sphere has 2. If you make the sphere not visible to transmission rays it should roughly match.
Can't reproduce here either. It's a really strange bug. Only thing that could lead to this is if the id of the mesh changes for each faces or if the mesh is rendered in wireframe.
Fri, Nov 9
Well it's a limitation. Without the Xray the objects are made as if they were Opaque to hide what is behind them.
Ok there is a few things to change. you need to use a shader without instancing. and for each draw call you need to use DRW_shgroup_call_object_add or DRW_shgroup_call_object_add_no_cull. this will make the DRWCallState to be generated.
The specified OpenGL version and feature set are either invalid or not supported.
@Sebastian Michailidis (okapi) We issued a fix for this problem. If your problem has not been fixed, attach your sysinfo.txt to this bug report.
I think we fixed this issue for everyone now. Closing.
Yes do a special pass for transparent image empties.
Thu, Nov 8
If you don't write to the depth buffer they will not occlude the mesh selection.
@Jacques Lucke (JacquesLucke) just don't write to the depth buffer for these. We don't really care for the order of overlapping transparent image empties. If you want you can sort them based on their origins. There is a function for that actually: DRW_pass_sort_shgroup_z(). Maybe do that for only for transparent images.
Seems fine to me. I can't help for the Cmake thing I'm quite a noob too.
I can confirm too. I will fix it soon.
This is a current limitation of Eevee/Depsgraph. I might lift this limitation for Renders but for viewport it's not that simple.
My 2 cents:
Wed, Nov 7
I mean, the shadows are not acting correctly by making all the light as shadowed. The lamps without shadows are working correctly.
Yes it seems the shadows are not working. The lamp itself does work for sure.
If the previous driver was working then yes, I would advise to downgrade. There is little we can do for this stuff other than reporting that behavior to intel.
Tue, Nov 6
Mon, Nov 5
Seems like a TODO in add_overlay_tri.
/* TODO real loop normal */
I might have a look if @Campbell Barton (campbellbarton) is too busy.
Sun, Nov 4
Well I hoped something like that would work:
Nope. It's something that seems to have been remove when removing the BGE. I know nothing on how it was done before and what would be the best way to reimplement this.