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Sculpt: Dyntopo detail size edit operator visual glitch
Closed, ResolvedPublicBUG

Description

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71

Blender Version
Broken: version: 2.92.0 Alpha, branch: master, commit date: 2020-11-03 23:04, hash: rB564f3be20a6f

Short description of error

Exact steps for others to reproduce the error

  • enter sculptmode
  • enable Dyntopo
  • set Detailing to Constant Detail
  • press shift + d

Event Timeline

Robert Guetzkow (rjg) changed the task status from Needs Triage to Needs Information from User.Nov 4 2020, 12:13 PM

Could you please add some more details to your error description and steps to reproduce?

  • What specific steps have you taken starting from the default startup file that results in this issue?
  • What is the most recent previous version of Blender that didn't not exhibit this issue?

It seems like adjusting the dyntopo size is generally not working, I'm not getting any visual indication like in 2.83 in current master.

Edit: There was a change made to this feature in rB99a7c917eab7612bf4b3f00b1bf392a6fb143251, I will check if this problem is related.

Philipp Oeser (lichtwerk) changed the task status from Needs Information from User to Confirmed.Nov 4 2020, 12:27 PM
Philipp Oeser (lichtwerk) changed the subtype of this task from "Report" to "Bug".

I am not getting those artifacts in a release build, but in a Debug build, I am getting

BLI_assert failed: source/blender/gpu/intern/gpu_immediate.cc:62, immBindShader(), at 'imm->shader == __null'

which I can imagine is related.

Will confirm for the Assert alone.

CC @Pablo Dobarro (pablodp606)

I'm getting an assert in debug build as well, when Detailing is set to Constant Details.

_BLI_assert_abort() Line 51	C
immBindShader(GPUShader * shader) Line 62	C++
immBindBuiltinProgram(eGPUBuiltinShader shader_id) Line 81	C++
button2d_geom_draw_backdrop(const wmGizmo * gz, const float * color, const float fill_alpha, const bool select) Line 104	C
button2d_draw_intern(const bContext * C, wmGizmo * gz, const bool select, const bool highlight) Line 205	C
gizmo_button2d_draw(const bContext * C, wmGizmo * gz) Line 288	C
gizmos_draw_list(const wmGizmoMap * gzmap, const bContext * C, ListBase * draw_gizmos) Line 487	C
WM_gizmomap_draw(wmGizmoMap * gzmap, const bContext * C, const eWM_GizmoFlagMapDrawStep drawstep) Line 511	C
DRW_draw_gizmo_2d() Line 281	C
DRW_draw_callbacks_post_scene() Line 1445	C
DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1624	C
DRW_draw_view(const bContext * C) Line 1492	C
view3d_draw_view(const bContext * C, ARegion * region) Line 1596	C
view3d_main_region_draw(const bContext * C, ARegion * region) Line 1619	C
ED_region_do_draw(bContext * C, ARegion * region) Line 551	C
wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 732	C
wm_draw_window(bContext * C, wmWindow * win) Line 875	C
wm_draw_update(bContext * C) Line 1074	C
WM_main(bContext * C) Line 485	C
main(int argc, const unsigned char * * UNUSED_argv_c) Line 526	C