Partial UV selection working incorrectly with Metal backend #105379
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Reference: blender/blender#105379
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System Information
Operating system: macOS-13.2-arm64-arm-64bit 64 Bits
Graphics card: Metal API Apple M1 Max 1.2
Blender Version
Broken: version: 3.5.0 Beta, branch: blender-v3.5-release, commit date: 2023-02-22 19:57, hash:
c760248fc5aa
Worked: (newest version of Blender that worked as expected)
Short description of error
Using hide unselected in the UV editor seems to randomly 'explode' the UVs around the map.
Exact steps for others to reproduce the error
Open file, go to edit mode.
UV is very messy, but when everything is selected, it's OK. Works fine with OpenGL backend
Please provide .blend file so we can reproduce.
Also try box selecting areas of the mesh and see it doing weird things in the UV editor.
Hide unelected UVs has a strange effectto Hide unselected UVs has a strange effectSelecting all is OK but selecting part causes problems.
Ventura 13.2.1, Apple M1 Pro, Metal, running local build in Xcode, seems fine here?
Is it possible to post a video of the problem? I think there is Screen Recording in the builtin QuickTime Player app.
I have found one strange thing going on here, is anyone able to investigate?
UV selection.blend
UV Editor
, choose "Menu > UV > Unwrap > Unwrap"UV Editor
, choose "Menu > UV > Unwrap > Unwrap"=> Bug, some of the UVs are outside of the unit square.
Not sure which steps are relevant, just noticed in passing and wanted to document.
Is it maybe related to this issue where the UV Editor just become crazy for some reason?
2023-03-08 08-59-01.mp4
That one looks like #104652
I wasn't watching closely, but I think it's fixed in
459c210154
Doesn't look this is fixed, will confirm. Seems, like this never worked and works OK with openGL backend.
Hide unselected UVs has a strange effectto Partial UV selection working incorrectly with Metal backend