Regression: screw modifier effect is invisible in edit mode (wireframe display) #104188

Closed
opened 2023-01-27 20:59:57 +01:00 by Recep · 14 comments

Operating system: Windows 11 Pro
Graphics card: Asus Tuf RX 6800 , Rtx 3060
i5 12400F , Amd threatripper 1920x

Blender Versions
Broken: 3.4.1
Worked: 3.3
Caused by 25237d2625

Short Description
In wireframe display mode, screw modifier effect is invisible in object is in edit mode

Steps to Reproduce

  • Open default scene
  • Add screw modifier
  • Switch to edit mode
  • Select Wireframe from viewport shading options
    problem.png
Operating system: Windows 11 Pro Graphics card: Asus Tuf RX 6800 , Rtx 3060 i5 12400F , Amd threatripper 1920x **Blender Versions** Broken: 3.4.1 Worked: 3.3 Caused by 25237d2625 **Short Description** In wireframe display mode, screw modifier effect is invisible in object is in edit mode **Steps to Reproduce** - Open default scene - Add screw modifier - Switch to edit mode - Select Wireframe from viewport shading options ![problem.png](https://archive.blender.org/developer/F14204466/problem.png)
Author

Added subscriber: @Recsoft

Added subscriber: @Recsoft
Member

Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

Hi, thanks for the report. I'm not able to repro this locally. Does this happen in particular .blend file? If so, can you share it?
Please also test in recent 3.5 build: https://builder.blender.org/download/daily/

Hi, thanks for the report. I'm not able to repro this locally. Does this happen in particular .blend file? If so, can you share it? Please also test in recent 3.5 build: https://builder.blender.org/download/daily/
Member

Changed status from 'Needs User Info' to: 'Confirmed'

Changed status from 'Needs User Info' to: 'Confirmed'
Member

Sorry, I can repro actually.

Sorry, I can repro actually.
Pratik Borhade changed title from Blender 3.4.1 screw modifier invisible problem to Regression: screw modifier effect is invisible in edit mode (wireframe display) 2023-01-30 12:24:27 +01:00
Member

Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
Member
Caused by 25237d2625 @HooglyBoogly ^
Author

3.5 has same problem

problem.blend

3.5 has same problem [problem.blend](https://archive.blender.org/developer/F14213604/problem.blend)
Hans Goudey self-assigned this 2023-02-02 16:01:57 +01:00
Member

Thanks for the patch and for the bisect.

Thanks for the patch and for the bisect.
Hans Goudey removed their assignment 2023-02-03 20:47:25 +01:00
Member

Hmm, I can't reproduce the difference in the file above. The file looks like this in 3.3:

{F14238051 size=full}

However, based on the code and the design as I understand it, this is the behavior I expect actually. The screw modifier has no handling of original indices, which is required for the edge to be visible. Previously the original index was set to zero, which was wrong, but it happened to make the edge show up.
Maybe I'm misunderstanding the design or the intentions of the code. But unless this is a more widespread issue, I'm not sure it makes sense to spend time fixing the screw modifier original index handling.

Hmm, I can't reproduce the difference in the file above. The file looks like this in 3.3: {[F14238051](https://archive.blender.org/developer/F14238051/image.png) size=full} However, based on the code and the design as I understand it, this is the behavior I expect actually. The screw modifier has no handling of original indices, which is required for the edge to be visible. Previously the original index was set to zero, which was wrong, but it happened to make the edge show up. Maybe I'm misunderstanding the design or the intentions of the code. But unless this is a more widespread issue, I'm not sure it makes sense to spend time fixing the screw modifier original index handling.
Member

@HooglyBoogly, this issue would show up in wireframe mode

3.3.2 3.5
image.png image.png
@HooglyBoogly, this issue would show up in [wireframe mode ](https://docs.blender.org/manual/en/latest/editors/3dview/display/shading.html#wireframe) | 3.3.2 | 3.5 | | -- | -- | | ![image.png](https://archive.blender.org/developer/F14239921/image.png) | ![image.png](https://archive.blender.org/developer/F14239923/image.png) |
Hans Goudey self-assigned this 2023-02-04 04:12:39 +01:00
Member

Huh, I even noticed that but didn't put together that was the problem. A bit spacey.. Thanks, I'll take another look. That seems bad enough that it would be worth fixing even if it ended up looking like a "new feature' in the code.

Huh, I even noticed that but didn't put together that was the problem. A bit spacey.. Thanks, I'll take another look. That seems bad enough that it would be worth fixing even if it ended up looking like a "new feature' in the code.
Philipp Oeser removed the
Interest
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label 2023-02-09 15:27:03 +01:00
Brecht Van Lommel added this to the 3.5 milestone 2023-02-15 10:26:16 +01:00
Member

Okay, looking into this further, I do think this was working "by mistake" in previous versions. There doesn't seem to be a design internally for this, since original indices were set to 0, which is wrong because the original edge for all result edges isn't the first, and there is no original face.


diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc
index d7625cb81d4..49bcbd8989f 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc
@@ -59,6 +59,7 @@ static void extract_lines_iter_poly_mesh(const MeshRenderData *mr,
   /* Using poly & loop iterator would complicate accessing the adjacent loop. */
   const MLoop *mloop = mr->mloop;
   const int *e_origindex = (mr->edit_bmesh) ? mr->e_origindex : nullptr;
+  e_origindex = nullptr;
   if (mr->use_hide || (e_origindex != nullptr)) {
     const int ml_index_last = mp->loopstart + (mp->totloop - 1);
     int ml_index = ml_index_last, ml_index_next = mp->loopstart;
@@ -110,6 +111,7 @@ static void extract_lines_iter_ledge_mesh(const MeshRenderData *mr,
   const int l_index_offset = mr->edge_len + ledge_index;
   const int e_index = mr->ledges[ledge_index];
   const int *e_origindex = (mr->edit_bmesh) ? mr->e_origindex : nullptr;
+  e_origindex = nullptr;
   if (!((mr->use_hide && mr->hide_edge && mr->hide_edge[med - mr->medge]) ||
         ((e_origindex) && (e_origindex[e_index] == ORIGINDEX_NONE)))) {
     const int l_index = mr->loop_len + ledge_index * 2;

image


As a workaround, I'll just remove the layers in the modifier's result mesh. This isn't great design, but for the screw modifier I'd rather just have it working as before than get into a design discussion which should be had in the context of newer features like geometry nodes.

Okay, looking into this further, I do think this was working "by mistake" in previous versions. There doesn't seem to be a design internally for this, since original indices were set to 0, which is wrong because the original edge for all result edges isn't the first, and there is no original face. --- ```diff diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc index d7625cb81d4..49bcbd8989f 100644 --- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc +++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc @@ -59,6 +59,7 @@ static void extract_lines_iter_poly_mesh(const MeshRenderData *mr, /* Using poly & loop iterator would complicate accessing the adjacent loop. */ const MLoop *mloop = mr->mloop; const int *e_origindex = (mr->edit_bmesh) ? mr->e_origindex : nullptr; + e_origindex = nullptr; if (mr->use_hide || (e_origindex != nullptr)) { const int ml_index_last = mp->loopstart + (mp->totloop - 1); int ml_index = ml_index_last, ml_index_next = mp->loopstart; @@ -110,6 +111,7 @@ static void extract_lines_iter_ledge_mesh(const MeshRenderData *mr, const int l_index_offset = mr->edge_len + ledge_index; const int e_index = mr->ledges[ledge_index]; const int *e_origindex = (mr->edit_bmesh) ? mr->e_origindex : nullptr; + e_origindex = nullptr; if (!((mr->use_hide && mr->hide_edge && mr->hide_edge[med - mr->medge]) || ((e_origindex) && (e_origindex[e_index] == ORIGINDEX_NONE)))) { const int l_index = mr->loop_len + ledge_index * 2; ``` ![image](/attachments/1ba00e5e-27bf-4e03-974d-c8d60e2fde7a) --- As a workaround, I'll just remove the layers in the modifier's result mesh. This isn't great design, but for the screw modifier I'd rather just have it working as before than get into a design discussion which should be had in the context of newer features like geometry nodes.
138 KiB
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Reference: blender/blender#104188
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