I might have some insight that may help debug the problem. I am using macOS 10.14.2 on a MacBook Pro late 2013 (model 11,2), with Intel Iris Pro 1536 MB and Blender 2.80 2019-01-22. It seems as though the problem is related to displaying (or rather not displaying) certain Overlays. Steps to reproduce:
For me it doesn't change anything with the changes on the info.plist file !
Hope to have a solution soon for this issue !
Sun, Jan 20
Seems to be a duplicate of T60650
Workaround doesn't work here, either, and setting the resolution scaling to "Default for Display" does not fix the problem for me.
You need to install the CUDA driver:
Sat, Jan 19
- in obj. mode, add particles > hair
- switch to particle edit mode
Mon, Jan 14
Still an issue with the 2.80 Beta macOS 64 bit, 2826c2be545e.
It works on two of my Apple device on macOS Mojave smoothly.
I only have the problem with my Macbook retina on macOS Mojave with Intel HD Graphics 4000 1536 MB.
Wed, Jan 9
Thanx for getting back (sorry this took a while)
I'm not sure how you accomplished that, since Blender won't allow me to enter particle edit mode with the object visibility turned off.
I figured out that you can enter particle edit when the object is not visible in the viewport and then already in p.edit mode turning the visibility on.
Can also reproduce this bug following the above steps using the latest build (3c3d80ea22af). The crash occurs as soon as particle edit mode is selected from the drop-down menu.
Tue, Jan 8
This is still happening with version 2019-01-08
I was able to do it again. I will be more particular in my description.
Nope, no success on my laptop. It's probably an issue with macOS when waking up and changing image resolution to match the external monitor. After waking if you resize it does the UI go back to the correct size?
Here is a screen shot of the repro with the additional step of changing the window size before sleep.
ok, this might be the trick. I resized the window before the sleep. So, I would wager the app is capturing a rectangle size when it starts up and its not matching the resized window. So, I could repro it.
Not sure if the display needs to be external. Though, I am describing my particular setup. That is, my laptop is closed and the display being used was the external monitor. Then the computer went to sleep with the active foreground app being blender. Might be hard to repro but I did take a screenshot for evidence. I can try both ways on my system to verify.
It didn't happen for me on 3d2ff33c2615. Does it have to be plugged into an external display?
Sun, Jan 6
exactly same story with two releases Dec.4 and todays Jan.06.
Yes I confirm I get the crash with all these steps, as you can see on the video bellow.
You can also see how wrong the particles systems is displayed during the first step.
Hope it will help you :-)
@Camille (Ekiwnox) you confirm that you get a crash from the default file with these exact steps:
Start Blender while laptop is connected to another monitor
Tell laptop to go to sleep
Disconnect from 2nd monitor
Connect to a different monitor
Wake it up
Thu, Jan 3
Wed, Jan 2
@Camille (Ekiwnox) Should you change "true" to "false" in these two lines
I've the same issue ! I tried the debug thing and it works smoothly with (with 23)
Don't understand what I should change in the info.plist file. Should I delete the line of code or change the "true" to something else ?
Mon, Dec 31
For me after the introduction of these exchanges is all right.
One quick tip to make blender run fast on retina displays: open Blender's info.plist file and disable:
High Resolution Capable and Supports Automatic Graphics Switching.
This is the main setting change for opengl apps on my mac.
Right click on the Blender app and click show package contents.
Fri, Dec 28
@shawn (noahnoah), that's unrelated to this bug report. Possibly the path you are rendering to does not exist.
what is the solution to this? i just downloaded 2.79b to my mac 2011 and now i get error; 'could not open file for writing'.
any suggestions to a work around in order to render work?
Thu, Dec 27
I had the same issue, and realized that I usually work with my display resolution (MacOS Settings > Display) set to scaled for more space. This seemed to work for me:
Most useful would be if someone can figure out what exactly causes this, if it's related to a specific system configuration, settings, or something. I can't reproduce it on my macbook.
Wed, Dec 26
Mon, Dec 24
I'm not sure it's applicable to MacOS, but try passing the command line option
Dec 23 2018
Dec 21 2018
Same thing has been happening for me on Mojave for ages. Still happening with the daily build and my local build for 2.79. Does not happen for 2.8. I have the most recent 2018 MacBook Pro running Mojave. It happens whether or not I'm just using the laptop screen or if I hook up an external thunderbolt display with or without screen mirroring. If there is any more info I can provide I am happy to help by debugging in Xcode on my system live or whatever. Just tell me what you need. It basically forces me to run Blender 2.79 on my Windows system, which makes me sad.
Ok, I have solved the issue on my MacBook pro 2015 model by starting blender (version 2.80.39) with the option --no-native-pixels. The ui is now fully filling the window its rendered in and the mouse pointer is no longer rendered offset from its position as given by the events system. But the display is butt ugly, no more retina resolution for me. Its rendering at a lower resolution now. At least it is usable, but I don't like how it looks now. So I'd say we should still keep this issue open, esp since its not immediately obvious to the average mac user (feel like I should include myself in that category by the way) that the no native pixels setting is the answer to this problem.