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GLSL display shows texture mapping completely messed up in some cases
Closed, ResolvedPublicBUG

Description

Computer specs.
An Intel i7 Ivy Bridge Processor, an ATI 7xxx series GPU, 16 Gigs of RAM and Win7 64 bit.

Description; The latest VC12 build from the buildbot (Jan22), shows a major new glitch in the GLSL display of UVmapped textures, as you will see in the .blend file, the UVmapping is valid and the textures shows properly in editmode, but the mapping is completely messed up in object mode.

I can confirm that this is a fairly new bug which was introduced within the last week, the bug was seen in a build done at hash c700103 while a Jan 18th build at hash 96e9c67 works as expected.

My initial suspicion is that the texture mapping was among the things broken by Bastion's commit changing the tessellation code but I could be wrong, if you can confirm and find the issue, that would be great. I have also attached an image to show that this is not due to something I did wrong myself.


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Adam Friesen (ace_dragon) raised the priority of this task from to 90.
Adam Friesen (ace_dragon) updated the task description. (Show Details)
Adam Friesen (ace_dragon) edited a custom field.

Okay, I will note one more thing, even though the engine in the file is set to 'Blender Game', I also discovered that the messed up mapping will also occur in the 'rendered viewport' for the Blender Internal renderer. It doesn't end there, the mapping bug will also manifest itself in the textured and material viewport modes when using Cycles as well (and in rare cases might even show up under an F12 Internal render or Cycles render).

Bastien Montagne (mont29) lowered the priority of this task from 90 to High.Jan 23 2014, 8:23 AM
Bastien Montagne (mont29) changed the task status from Unknown Status to Resolved.Jan 23 2014, 8:39 AM

Closed by commit rB12348318d153.