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Texture Paint Overlay Visual Glitch
Closed, ResolvedPublic

Description

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 480/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35

Blender Version
Broken: version: 2.80 (sub 64), branch: blender2.7, commit date: 2019-05-14 00:25, hash: rBa5b5bd2c24e0
Worked: version: 2.80 (sub 64), branch: blender2.7, commit date: 2019-05-10 9:55, hash: 196dbc0f314e

Short description of error
The texture paint overlay for a missing texture is incorrect in the last couple builds.

Exact steps for others to reproduce the error
I have attempted to recreate the bug from the default file, but I couldn't figure it out. It works with the object in the file attached.

  • Open the file and compare between the current build and the build from last week.

Event Timeline

rndmnm created this task.May 14 2019, 7:18 PM

Update: Bug is still present, but I managed to replicate it from the startup file. It turns out that the bug happens when an object is rotated, and the rotation is not applied:

@Clément Foucault (fclem), I have seen this glitch also in other areas.

The 3D_UNIFORM_COLOR* shaders uses matrices for the transformation, the shaders in the draw engines/modes use the common_view_lib macros. There are some small differences in the depth buffer between both calculations so the depth pass will not always be accurate. There are potentially 2 usages of GPU_SHADER_3D_* in the draw manager that have this issue. The two cases that I have found so far are pose mode bone selection and missing texture in texture painting. I would suggest to migrate those two cases to the common_view_lib method.

Any thoughts about this?

Jeroen Bakker (jbakker) changed the task status from Unknown Status to Resolved.Jun 5 2019, 2:32 PM