Fri, Jul 19
We should extend this with Tone and Saturation.
Wed, Jul 17
We do not support software rendering. You are using llvmpipe to render opengl. So you are not using your GPU.
Tue, Jul 16
I think this must be a graphics driver issue because I can't reproduce th problem.
@Philipp Oeser (lichtwerk) awright, thanks!
Can confirm min / max are better readable in dashed style, will have a look after 2.80...
@Alan Noble (AlanNoble) you can try to load your file with disabled LoadUI option in open screen
on Linux Blender 2.80RC1 after file reload all work fine
@Alan Noble (AlanNoble) : see the following links for what to use viewport clipping for:
I can confirm that the new version seems to be working. Thanks, @Evan Wilson (EAW) ! I was also able to fix the issue by starting a new .blend file and just appending the Scene from the previous .blend to the new one.
Mon, Jul 15
No work has been done on this task for quite a long time.
I would like to try and fix it.
Thu, Jul 11
For me, the lag is still there with the newest version:
Tue, Jul 9
This is really problematic for OSX users on retina display.
Mon, Jul 8
Fri, Jul 5
Sat, Jun 29
Wed, Jun 26
@Clément Foucault (fclem): good to know (wasnt aware)
We did remove the automatic depth test. Now you have to explicitly set it inside your drawing function and reset it to no depth test.
Mon, Jun 24
Jun 18 2019
Jun 17 2019
Jun 14 2019
Jun 13 2019
Jun 11 2019
A 16K HDRI will not fit on a graphics card with 2GB memory.
@Clément Foucault (fclem): any reason we a drawing this with testing Z?
Jun 3 2019
Since it is not a bug (but a known limitation). Better close and continue on Devtalk.
Ah! I see...this explains why if I add all my code to the draw() function I see everything as it should be.Because the draw() function is what is getting the view3D OpenGL window context.
The problem is that I have no idea how to implement your suggested solution.
The problem with the code is that it disregards the fact that Blender works with more than one OpenGL context.
There is the OpenGL context offscreen and a context for each window.
The callback added to draw_handler_add runs in the offscreen context, but the rest of the code runs in the context of the window.
VBOs, Programs, Textures are shared between different contexts. But the VAO does not.
So a solution would be to create the VAO inside the callback with a lazy initialization.
Jun 2 2019
@Tomoaki Kawada (yvt)'s solution was committed now, which hopefully resolves all the issue here.