- User Since
- Apr 27 2010, 10:07 PM (403 w, 5 d)
Sun, Jan 14
@Germano Cavalcante (mano-wii) why do you think Intel HD is limited to OpenGL 4.0? My Mac's HD 4000 reports OpenGL 4.1, so 4.2 on Windows sound legitimate to me.
Sep 23 2017
Aug 30 2017
Jun 28 2017
Confirmed here as well. It's failing during selection, not the drawing we see on screen.
Jun 26 2017
I too think making uniforms for all parameters is the way to go, when editing or animating a material. Constant value nodes can be compiled for faster preview/playback when a material is not being edited. This is one area we can do better than the Unreal editor.
Jun 20 2017
Jun 18 2017
Thanks @Joshua Leung (aligorith), that debug dump has some useful info.
Jun 17 2017
I'm working on this now! Should have a better solution in a few days.
Jun 15 2017
Exact same issue on Mac + NVIDIA.
Jun 8 2017
It should be fixed already, feel free to close as resolved after confirming.
FYI our new immediate mode handles this by recreating its internal VAO every time we start drawing to a different window (each window has its own GL context). Much simpler there because imm has only one VAO total, not one per batch, potentially thousands.
How about a more radical approach? Have one drawing context that all the windows use. The GPU already draws in sequence whether we have one context or many. The one drawing context has all VAOs so we don't have to manage anything ourselves. Adding yet another manager isn't the only solution.
Jun 7 2017
I agree with @LazyDodo (LazyDodo) about removing "inline". Simplest solution & I've found static private functions to be as effective as inline. If we ever need public inline functions we can define this in gawain/common.h
Jun 5 2017
The Geforce 8000 series are the oldest GPUs from NVIDIA that support OpenGL 3.3. I recently got an 8600 for compatibility testing. Windows 10 did not recognize it but I can try Windows 7 (otherwise the card might just be bad).
Jun 1 2017
May 31 2017
Excellent work @Sergey Sharybin (sergey)!
May 30 2017
Thanks @Wo!262 (wo262) for the quick response! Hopefully Intel really fixed this between 4624 and 4627 and we just have to wait for the newer version to roll out.
I'll try to reproduce this issue on a debug build which should tell us more information. I only have a few NVIDIA cards though, none of the ones reported here...
@Wo!262 (wo262) what driver version? I would think HD 520 and 530 would have the same driver available.
May 29 2017
May 26 2017
Gawain's limit matches common hardware limits, that's why it's 16. This applies to active attributes in the shader. I talked with @Clément Foucault (fclem) before about aliases — these don't belong in VertexFormat, and the limit should not apply to them. VertexBuffer or Batch is a better place to track aliases... still need to figure out the details!
May 23 2017
Please explain the difference between the new shader and GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA. Is it something that the rest of Blender (outside the 3D view) might want to use?
May 22 2017
More results from Intel HD 520 + Windows 10.
Crashes inside Intel graphics driver while linking one of our shaders. This one!
May 21 2017
I have some Windows + Intel systems here for testing.
May 19 2017
May 18 2017
Why remove modern and keep legacy? The other way makes more sense to me.
I'm testing Blender 2.78c on an AMD A10-7850, not seeing any issues. Tried different window draw methods, region overlap, nothing yet breaks it.
May 15 2017
May 13 2017
Good to see you @Antony Riakiotakis (psy-fi)! Thanks for digging into this & verifying that it does help.
Also try "OpenGL Occlusion Queries" in User Prefs | System | Selection.
It might be related to a change we made in 2.77 — always use VBOs to draw objects. @Small Sébastien (Conique2001) your graphics card has plenty of VRAM so should be able to handle large poly counts. So hmmm....
May 12 2017
Thanks for the fix, I can't believe this hasn't caused problems before!
As of c8ab7d46566c4a65c6176cd2ebe27778512f7fef we use OpenGL 3.3 core profile on all platforms. We still have some implementation and cleanup work ahead, but this milestone is effectively done.
May 5 2017
Bigger picture, I prefer function names mostly as they are. That's why I chose them! Some of the P453 changes are better though, so we can pick & choose.
Some notes on specifics, so we can use P453 as a base for discussion.
Some notes on specifics, so we can use this as a base for discussion.
Fixed by unknown NVIDIA magic.
Just tested Blender 2.78c on latest Windows 10 (64-bit) and Geforce GTX 1050.
May 1 2017
Edit mode edge drawing uses a different technique though. It can be updated to respect UI scale. Similar for round points with outlines.
I've gotten mixed results with wide lines on core profile.
For reference, here's the commit from the current (non draw manager) viewport.
Whaaaat? I thought we were removing all of this soon. How long until the depsgraph gives us post-modifier results?
Yes I'll take a look tomorrow, try to figure it out.