Wed, Nov 14
Well, maybe I spoke too soon (regarding finding the fix).
I think items 1 and 3 from the Empty Image Tasks are done. The only one missing is "Single sided display", which is imho the only feature missing to make image empties work great as background images.
Tue, Nov 13
Solved by rBc39d5a6c88dc
- The crash occurs when you call glUseProgram with some programs made in another glcontext;
- I found 3 programs with the same problem (one with shader effect_ssr_frag.glsl, one with lightprobe_planar_display_frag.glsl, and one with effect_downsample_frag.glsl);
- They all have at least one uniform of texture;
- Two of them have the "uniform sampler2DArray probePlanars;"
- The other only has the "uniform sampler2D source;"
- No matter when the program is called the crash always occurs in the other glcontext.
- The program with the effect_ssr_frag.glsl shader can be solved if one of the uniforms samplers is removed from it.
I had tried to build locally, but I was getting a crash - and did indeed download the latest BuildBot build, which didn't seem to have the commit.
@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
@Isaiah McCurdy (Helium234) cannot find that option on my 2.79b instalation, could you show me where you change it? Thanks!
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.
Cannot reproduce here (linux ,970m).
I had the same issue and fixed it by unchecking the integrated graphics in user preferences
Sun, Nov 11
Sat, Nov 10
Fri, Nov 9
yes it's working. big job. I had hope a such work in the interface. but it's not so sure about that...for instance modifications in keys are strange and often useless! I have to restored shift C cursor to center, ctrl alt shit c set origin. I added shift RMB to move cursor and shift alt RMB to move it on surfaces ^^ it's already possible in the key configuration. why not present in their tool menu. border select have a bug in object mode: it doesn't add several selections. it's cool to work on such mysterious keys like alt E to add several color in the ramp node but there is more logical things to do first. ctrl t and alt t back! no way. why all this is still present but was substract from the settings. ctrl u is back no way...
and in the interface if they don't understand how much faster is a crtl t I dont have to explain many other things...
I can reproduce the bug on windows 64bits with Intel(R) HD Graphics 4000 and driver 4.0.0 - Build 10.18.10.4885.
Crash in glUseProgram with a program using the effect_ssr_frag.glsl shader and #define STEP_RESOLVE.
The crash is related to the get_scene_color function.
It is strange that this program works well in the 3dview. (Probably some status changes when entering the rendering context).
removed the material from the objects and gave it a new one, only difuse, removed all the uv maps, hit render and instant crash (Eevee)
The specified OpenGL version and feature set are either invalid or not supported.
I think we fixed this issue for everyone now. Closing.
World volumes were broken for a bit, this should be fixed now.
Looked into this, for some reason the selection code gets back an object-id of 0 even though when drawing the object ID is 1 (passed to DRW_select_load_id).
Thu, Nov 8
I can confirm too. I will fix it soon.
Cant seem to be able to reproduce on linux (nvidia 970m).
@Clément Foucault (fclem) : not sure about smoke in regards to T56352 (atm. smoke also doesnt appear in lookdev/rendered view/ F12 render btw.), but can confirm the display weirdness...
[I am on a nvidia 970m btw.]
Wed, Nov 7
@Clément Foucault (fclem): do you ususally do this (report to intel)? Or is this duty of original report author? (or my?)
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.
Dont have that hardware here.
hello i just download the nov 7 blender this time it didnt show purple background :)
here is output in console
Ok, I looked at it a bit more and it seems to be effected by my viewport minimum clip distance, if i set the minimum clip to a metre it seems fine but it still seems to be a result of working in a lower unit scale. I added a picture of the artifacts.
Tue, Nov 6
Sorry this has been orphaned for quite a bit... but I can confirm this (as of rB9d32b9fb8a7f)
It is not an issue when you zoom in some more [or do the selection e.g in outliner]
With current 2.8 I am not getting this with tracking markers (although the very first seemed to be off), but consistently with masking points.
Has to do with pixel size / UI scale [only happens when I change this in the User Preferences].
Mon, Nov 5
There is some information on that here:
Something along the way must have been fixed, it don't crash at that point any more.
Sat, Nov 3
Well the "show backside" has a performance cost associated to it, and it is unnecessary for certain objects (think a simple glass plane).
Fri, Nov 2
Yep! I can confirm that manually disabling CMAA ( "Conservative Morphological Anti-Aliasing" ) in Intel driver's settings is fixing the problem. No more crashing at maximizing and restoring Blender ! 8-)
Thu, Nov 1
Just to say, that Blender is still crashing with the latest 2.80 Alpha 2 version (downloaded on 31.10.2018)
Also, I'm unable to move the Blender window to a second monitor - the moment I try to drag it to the other monitor it crashes and disappears.
The only way to work on a second monitor is to open a new Main window, which automatically appears on my second display.
Wed, Oct 31
@Jaimi McEntire (Jaimi) Thanks for the heads up. We have our own AA methods and if Intel's option is crashing blender, it's not really our fault.
Update: Latest 10/21/2018 drivers from Intel fix several rendering errors on Intel chipsets.
@Campbell Barton (campbellbarton) Thanks for the reply! I understand that there's other more urgent things for these image empties, but I just want to emphasize that I think this would be a really good feature for adding graphics to animations, even without shading! In fact when I saw the new add image option and saw how easy the process was, I got really excited because I thought I'd get to use this for my commercial work where we often need to add lots of symbols/icons in the animations :)