Sun, Nov 4
Fri, Nov 2
Fri, Oct 26
Sep 24 2018
Thanks, will commit the patch.
Sep 21 2018
Sep 10 2018
OKI, considering bug as solved then, thanks.
Sep 7 2018
Hi guys, I've tested and it's crashing. When I click on 'Mark Freestyle Edge', the Blender closes.
Sep 5 2018
Sep 3 2018
Still working on finding what is exactly the error number 2, and steps to reproduce it. I think it might have been solved already, and was related to a grease pencil object from an older version of 2.8.
I'll update/create a new bug report if I found something interesting !
Sep 2 2018
Please follow our submission template and guidelines, also read these tips about bug reports, and make a complete, valid bug report, with required info, precise description of the issue (only ONE issue per report!), precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.
Aug 26 2018
Thing is, i generally only run the unit tests when i either have to do a blender.org release or when i do library upgrades. having this many tests broken before I even start isn't great for me either, and makes quite a good case for running the unit-tests on the build-bot on a nightly basis. I'm happy to investigate most of the unit test issues reported (since most of them do appear to be platform specific) but i did think it was worth while to have a tracker ticket so we're aware that there's an issue and module owners of the problem area's can chime in and either fix the issue or give me a hint on where to look.
I confirm that, under linux, render is compliant to reference with 2.79b or master. So, it is a bug relative to OS.
Thing is, we have no idea whether that is supposed to be expected changes (and test should be updated), or if that’s actually valid bug… reporting that kind of issue months later is not reallyt helpfull either. :/
Aug 25 2018
Aug 9 2018
As I went to confirm that this bug got resolved I found that F12 rendering now doesn't work at all (Blender doesn't crash, but it freezes and must be forcibly closed), either with release or debug builds, and regardless of whether Freestyle is enabled or not. This only happens when EEVEE is the active Render engine.
Eeeeh ok, then I guess we can close as solved. :)
Aug 8 2018
@Tamito Kajiyama (kjym3) mind checking on that one? thanks.
Aug 6 2018
I've also noticed that the thing that seriously slows down my code is the OSD mesh creation. On the squirrel (17 106 quads) OSD creation takes 4.346086 sec while the rest of my modifier code takes 3.414331. I'll try to multi thread a part of my code. If that goes well then I might push the time down to around 1 sec for the non OSD creation stuff.
Jul 30 2018
As of Blender 2.8 f08f6c1adec I'm not able to reproduce the above issue anymore (with a release build). Freestyle still doesn't get rendered correctly with EEVEE (F12 render shows a black screen), but I guess that's to be expected at this stage.
Jul 26 2018
@Bastien Montagne (mont29)
This time I even used a debug build, quickly obtaining a crash within 1-2 attempts of rendering the image with Freestyle enabled, as of e91bdb10e9c. Note that it says RX580 but it's actually an RX480 (there should be no difference OpenGL-wise; this is due to a GPU modification).
Could be a lot of things, but would suspect some OpenGL issue… Can you please run it with --debug-gpu option and attach as text file here any error printed out in the console (do not paste it directly in comment)? Thanks. Also maybe worth trying with -t 1 option (to run in single-thread mode).
Jul 17 2018
It could be a GPU vendor-specific issue. What GPU are you using? I just tried again with the latest buildbot build, and it crashed on the first attempt, by the way.
Can't confirm on Windows 7
Rendered correctly with no crashes 15+ times.
Jul 11 2018
A quick update. I've worked with the GSoC student YimingWu so see if my work would be useful with his LANPR solution (and it seems to be!).
Apr 30 2018
Apr 7 2018
Feb 26 2018
Jan 28 2018
Freestyle creates a new scene to render lines, which is not the same as the existing scene. In general Blender can have multiple scenes active at the same time.
Jan 27 2018
Jan 12 2018
Sep 19 2017
Animated edge marks could be a partial solution (a workflow in this approach could be tedious and even not applicable in some cases though) -- see https://wiki.blender.org/index.php/User:Kjym3/DevFundProject/InterimReport for more information.
@Tamito Kajiyama (kjym3) Hey, by any chance can you take a look at this? @Zachary1234 (Zachary1234) was asking on IRC today if there is any chance that this could be fixed/improved/a way around the issue. Thanks.
Aug 23 2017
This is a dependency graph issue.
Jun 28 2017
More than a week without reply. Due to the policy of the tracker archiving for until required info/data are provided.
Jun 16 2017
Please always attach a small and simple .blend file to help reproducing the issue.
May 16 2017
Hi, this bug seems to have a long history....
You seem to have figured out the underlaying problem down to the last detail. Good work!
May 5 2017
May 3 2017
Thank you, that certainly seems to fix the issue, although it makes all Renderlayers transparent (which is not the case in Blender Internal, although I'm not sure if that matters :D)... In any case, I guess this is not a real issue and can be closed.