Sculpt Mode: Mesh hidden when Active UV Layer is selected (fixed already request for 3.3 LTS backport) #109199
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Reference: blender/blender#109199
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System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40
Blender Version
Broken: version: 3.3.0, branch: master, commit date: 2022-09-06 15:39, hash:
rB0759f671ce1f
Worked: 3.1.0
Short description of error
When selecting the active UV channel on an object with four UV channels AND four vertex color channels, the mesh will be hidden in sculpt mode. Deselecting the uv channel, changing the active one (camera icon) or deleting either one of the UV or vertex color channels all fix the problem.
SEEMS TO BE FIXED IN 3.5 but might be relevant for 3.3 LTS(?)
Exact steps for others to reproduce the error
New file:
Can confirm, lets see when that changed/was fixed
Sculpt Mode: Mesh hidden when Active UV Layer is selectedto Sculpt Mode: Mesh hidden when Active UV Layer is selected (fixed already request for 3.3 LTS backport)Boy, this bisect is a pain (and would probably not really be helpful either, so I dropped it).
There was a time when sculpt was so broken, you couldnt open a file in sculptmode at all...
So the whole thing was fixed somewhere between
8a68f4f808
and22c3db72ca
, can @JosephEagar name a commit that is suitable for backporting to 3.3 LTS that would fix this issue there?IIRC this was not a simple fix, what's the branch name for 3.3 LTS? Just blender-v3.3-release? I can take a look.
Yep, it is
blender-v3.3-release
.If you find something that applies cleanly, you can also add that commit(s) to #100749
a6ba8e5f38
was the main commit for this fix, but it already seems to be in the branch. It must be a follow-up fix commit.Yeesh. How important is it to fix this? I think the problem is the original, highly broken PBVH drawing code. I had to rewrite it from scratch in C++ (and inside the proper code module, it was originally in the GPU module instead of draw).
The original code had no way to know which attributes were needed for the current set of viewport shaders. So it uploaded all of them, inside a single VBO. There's a limit to how many attributes a single VBO can contain, so once a certain number of attributes are created the mesh glitches or disappears . The new code only uploads the attributes the GPU needs and puts them in multiple VBOs.
I wasn't able to find a clean set of commits. If necessary I can backport the new code manually.
I would not backport the new code to LTS just for this fix (it might come with other bugs -- possibly unreported yet -- which somehow contradicts the purpose of LTS).
Therefor, I am closing this report, thx for the input everyone!