macOS screen scaling wrong on startup #57069

Closed
opened 4 years ago by kostex · 65 comments
kostex commented 4 years ago

System Information
OSX Mojave

Blender Version
Broken: 2.79 and 2.80 dailies
Worked: Previous OS's

Short description of error
On Dual Screen setup (5k and 1920x1200) Opening blender on 2nd screen has wrong scaling
Btw. this has nothing to do with the fixed/closed task #56909 (I THINK ;-)

Exact steps for others to reproduce the error
My normal working screen is the 5k screen (on display scaling Default which simulates 2560x1440 according to Apple)
So my default startup.blend has quite a large interface (larger than 1920x1200)
When I open blender on the secondary (smaller!) screen I see this:
Screenshot 2018-10-04 at 20.29.48.png
Dragging the window to the primary screen makes everything right again.

I've never seen this on previous OS's.. Blender just maximises my setup and shows correctly on the smaller screen if started from there.

Thanks for looking into it.
Roel

**System Information** OSX Mojave **Blender Version** Broken: 2.79 and 2.80 dailies Worked: Previous OS's **Short description of error** On Dual Screen setup (5k and 1920x1200) Opening blender on 2nd screen has wrong scaling Btw. this has *nothing* to do with the fixed/closed task #56909 (I THINK ;-) **Exact steps for others to reproduce the error** My normal working screen is the 5k screen (on display scaling Default which simulates 2560x1440 according to Apple) So my default startup.blend has quite a large interface (larger than 1920x1200) When I open blender on the secondary (smaller!) screen I see this: ![Screenshot 2018-10-04 at 20.29.48.png](https://archive.blender.org/developer/F4938320/Screenshot_2018-10-04_at_20.29.48.png) Dragging the window to the primary screen makes everything right again. I've never seen this on previous OS's.. Blender just maximises my setup and shows correctly on the smaller screen if started from there. Thanks for looking into it. Roel
kostex commented 4 years ago
Poster

Added subscriber: @kostex

Added subscriber: @kostex
Collaborator

#60650 was marked as duplicate of this issue

#60650 was marked as duplicate of this issue
Collaborator

#60875 was marked as duplicate of this issue

#60875 was marked as duplicate of this issue
Collaborator

#60296 was marked as duplicate of this issue

#60296 was marked as duplicate of this issue
Collaborator

#60118 was marked as duplicate of this issue

#60118 was marked as duplicate of this issue
Collaborator

#59669 was marked as duplicate of this issue

#59669 was marked as duplicate of this issue
Collaborator

#58004 was marked as duplicate of this issue

#58004 was marked as duplicate of this issue
Collaborator

#57325 was marked as duplicate of this issue

#57325 was marked as duplicate of this issue
Collaborator

Added subscribers: @brecht, @lichtwerk

Added subscribers: @brecht, @lichtwerk
brecht was assigned by lichtwerk 4 years ago
Collaborator

Can't check here, @brecht : mind having a look?

Can't check here, @brecht : mind having a look?
brecht commented 4 years ago
Owner

Added subscribers: @JeffLaMarche, @Kaze-4

Added subscribers: @JeffLaMarche, @Kaze-4
brecht commented 4 years ago
Owner

Does this happen with the buildbot build, or is it your own build?

Does the interface snap back to the right size when resizing or maximizing/minimizing the window? If so it might be similar to #56909, some kind of regression/change in the new macOS SDK with initialization of OpenGL views.

Does this happen with the buildbot build, or is it your own build? Does the interface snap back to the right size when resizing or maximizing/minimizing the window? If so it might be similar to #56909, some kind of regression/change in the new macOS SDK with initialization of OpenGL views.
kostex commented 4 years ago
Poster

It happens on both my own as well as the daily builds.
It goes away when I set my "screens have separate spaces" off so I did that in the meantime, but it's not the solution I know.

Did some further testing:
The screen stays scaled wrong, no matter if I resize/maximize:
Screenshot 2018-11-01 at 08.26.21.png
As soon as I drag the window over to the HIDPi screen it instantly corrects the contents. Dragging it back to the low DPi screen has no negative effect.. It scales ok.

It happens on both my own as well as the daily builds. It goes away when I set my "screens have separate spaces" off so I did that in the meantime, but it's not the solution I know. Did some further testing: The screen stays scaled wrong, no matter if I resize/maximize: ![Screenshot 2018-11-01 at 08.26.21.png](https://archive.blender.org/developer/F5320366/Screenshot_2018-11-01_at_08.26.21.png) As soon as I drag the window over to the HIDPi screen it instantly corrects the contents. Dragging it back to the low DPi screen has no negative effect.. It scales ok.
brecht commented 4 years ago
Owner

Added subscriber: @lileo

Added subscriber: @lileo

Added subscriber: @JamesCrowther

Added subscriber: @JamesCrowther

I have this issue on the following system ( laptop, macbook pro 2015 -> system-info.txt) which has only one screen! I'd be grateful of any advice for a workaround :) As of today I am using blender 2.80.34 and this is the result I see when opening blender's ui

Screen Shot 2018-11-27 at 11.21.33 am.png

I have this issue on the following system ( laptop, macbook pro 2015 -> [system-info.txt](https://archive.blender.org/developer/F5730073/system-info.txt)) which has only one screen! I'd be grateful of any advice for a workaround :) As of today I am using blender 2.80.34 and this is the result I see when opening blender's ui ![Screen Shot 2018-11-27 at 11.21.33 am.png](https://archive.blender.org/developer/F5730080/Screen_Shot_2018-11-27_at_11.21.33_am.png)

Curiously enough just discovered that this problem doesn't exist in the preferences window. The scaling and mouse pointer are all aligned properly if I open the user preferences, but remain incorrectly scaled in the main ui

Curiously enough just discovered that this problem doesn't exist in the preferences window. The scaling and mouse pointer are all aligned properly if I open the user preferences, but remain incorrectly scaled in the main ui

Added subscriber: @vmalloc

Added subscriber: @vmalloc

Added subscriber: @BlenderSushiGuy

Added subscriber: @BlenderSushiGuy

I've been using MacOS 10.14.2 Beta (18C52a) and Blender 2.8 latest beta, and I am not having this display shrinkage issue. I did have similar issue in the past, that's fixed when I maximize Blender.... However, I did saw your computer having this issue tonight, so I am slightly confused. I thought it was the Display Preferences, might be something else....

Let's keep this issue open for now.

I've been using MacOS 10.14.2 Beta (18C52a) and Blender 2.8 latest beta, and I am not having this display shrinkage issue. I did have similar issue in the past, that's fixed when I maximize Blender.... However, I did saw your computer having this issue tonight, so I am slightly confused. I thought it was the Display Preferences, might be something else.... Let's keep this issue open for now.

For me it reproduces on 10.14.1 with the latest beta pretty easily. It mostly reproduce when I'm on the native laptop screen (Macbook Pro 13") - when connected to the external display it works properly most of the time

For me it reproduces on 10.14.1 with the latest beta pretty easily. It mostly reproduce when I'm on the native laptop screen (Macbook Pro 13") - when connected to the external display it works properly most of the time

Still very much happening, and happening consistently on iMac Pro. Is completely unusable on this machine with just a single monitor.

Screen Shot 2018-12-12 at 5.49.02 PM.png

Still very much happening, and happening consistently on iMac Pro. Is completely unusable on this machine with just a single monitor. ![Screen Shot 2018-12-12 at 5.49.02 PM.png](https://archive.blender.org/developer/F5936488/Screen_Shot_2018-12-12_at_5.49.02_PM.png)
brecht commented 4 years ago
Owner

Added subscribers: @sciar, @JacquesLucke

Added subscribers: @sciar, @JacquesLucke

Ok, I have solved the issue on my MacBook pro 2015 model by starting blender (version 2.80.39) with the option --no-native-pixels. The ui is now fully filling the window its rendered in and the mouse pointer is no longer rendered offset from its position as given by the events system. But the display is butt ugly, no more retina resolution for me. Its rendering at a lower resolution now. At least it is usable, but I don't like how it looks now. So I'd say we should still keep this issue open, esp since its not immediately obvious to the average mac user (feel like I should include myself in that category by the way) that the no native pixels setting is the answer to this problem.

Further it requires you to use terminal and set a command line option. Not sure if everyone would be happy with that.

Ok, I have solved the issue on my MacBook pro 2015 model by starting blender (version 2.80.39) with the option --no-native-pixels. The ui is now fully filling the window its rendered in and the mouse pointer is no longer rendered offset from its position as given by the events system. But the display is butt ugly, no more retina resolution for me. Its rendering at a lower resolution now. At least it is usable, but I don't like how it looks now. So I'd say we should still keep this issue open, esp since its not immediately obvious to the average mac user (feel like I should include myself in that category by the way) that the no native pixels setting is the answer to this problem. Further it requires you to use terminal and set a command line option. Not sure if everyone would be happy with that.

Added subscriber: @ChuckOcheret

Added subscriber: @ChuckOcheret

Same thing has been happening for me on Mojave for ages. Still happening with the daily build and my local build for 2.79. Does not happen for 2.8. I have the most recent 2018 MacBook Pro running Mojave. It happens whether or not I'm just using the laptop screen or if I hook up an external thunderbolt display with or without screen mirroring. If there is any more info I can provide I am happy to help by debugging in Xcode on my system live or whatever. Just tell me what you need. It basically forces me to run Blender 2.79 on my Windows system, which makes me sad.
image.png

Same thing has been happening for me on Mojave for ages. Still happening with the daily build and my local build for 2.79. Does not happen for 2.8. I have the most recent 2018 MacBook Pro running Mojave. It happens whether or not I'm just using the laptop screen or if I hook up an external thunderbolt display with or without screen mirroring. If there is any more info I can provide I am happy to help by debugging in Xcode on my system live or whatever. Just tell me what you need. It basically forces me to run Blender 2.79 on my Windows system, which makes me sad. ![image.png](https://archive.blender.org/developer/F6028543/image.png)
brecht commented 4 years ago
Owner

Most useful would be if someone can figure out what exactly causes this, if it's related to a specific system configuration, settings, or something. I can't reproduce it on my macbook.

Most useful would be if someone can figure out what exactly causes this, if it's related to a specific system configuration, settings, or something. I can't reproduce it on my macbook.
Forby commented 4 years ago

Added subscriber: @Forby

Added subscriber: @Forby
Forby commented 4 years ago

I had the same issue, and realized that I usually work with my display resolution (MacOS Settings > Display) set to scaled for more space. This seemed to work for me:

  • Change display resolution back to Default for display
  • Back in Blender, reload the startup file and save it (may be optional if it's just one setting, but worked for me)
  • Can now change the display resolution back to scaled, and the effect doesn't reappear.

I do notice that after the fix blender still won't start at full window size. It starts down in the corner like before, but without the frame stretched and mouse inputs off. So at least it's usable.

Hope this helps!

I had the same issue, and realized that I usually work with my display resolution (MacOS Settings > Display) set to scaled for more space. This seemed to work for me: - Change display resolution back to *Default for display* - Back in Blender, reload the startup file and save it (may be optional if it's just one setting, but worked for me) - Can now change the display resolution back to scaled, and the effect doesn't reappear. I do notice that after the fix blender still won't start at full window size. It starts down in the corner like before, but without the frame stretched and mouse inputs off. So at least it's usable. Hope this helps!
brecht commented 4 years ago
Owner

Added subscriber: @dutzi

Added subscriber: @dutzi
dutzi commented 4 years ago

STR:

  1. Start Blender while laptop is connected to another monitor
  2. Tell laptop to go to sleep
  3. Disconnect from 2nd monitor
  4. Connect to a different monitor
  5. Wake it up

Screen Shot 2019-01-06 at 10.33.51.png

STR: 1. Start Blender while laptop is connected to another monitor 2. Tell laptop to go to sleep 3. Disconnect from 2nd monitor 4. Connect to a different monitor 5. Wake it up ![Screen Shot 2019-01-06 at 10.33.51.png](https://archive.blender.org/developer/F6196910/Screen_Shot_2019-01-06_at_10.33.51.png)

In #57069#589070, @Forby wrote:
I had the same issue, and realized that I usually work with my display resolution (MacOS Settings > Display) set to scaled for more space. This seemed to work for me:

  • Change display resolution back to Default for display
  • Back in Blender, reload the startup file and save it (may be optional if it's just one setting, but worked for me)
  • Can now change the display resolution back to scaled, and the effect doesn't reappear.

I do notice that after the fix blender still won't start at full window size. It starts down in the corner like before, but without the frame stretched and mouse inputs off. So at least it's usable.

Hope this helps!

Thanks for posting this, sadly I tried this and it did not work for me. I still get the scaling issue and displaced mouse pointer :(

> In #57069#589070, @Forby wrote: > I had the same issue, and realized that I usually work with my display resolution (MacOS Settings > Display) set to scaled for more space. This seemed to work for me: > > - Change display resolution back to *Default for display* > - Back in Blender, reload the startup file and save it (may be optional if it's just one setting, but worked for me) > - Can now change the display resolution back to scaled, and the effect doesn't reappear. > > I do notice that after the fix blender still won't start at full window size. It starts down in the corner like before, but without the frame stretched and mouse inputs off. So at least it's usable. > > Hope this helps! Thanks for posting this, sadly I tried this and it did not work for me. I still get the scaling issue and displaced mouse pointer :(
Collaborator

Added subscribers: @macnib, @brhumphe

Added subscribers: @macnib, @brhumphe

Workaround doesn't work here, either, and setting the resolution scaling to "Default for Display" does not fix the problem for me.

Workaround doesn't work here, either, and setting the resolution scaling to "Default for Display" does not fix the problem for me.

Added subscriber: @WilliamReynish

Added subscriber: @WilliamReynish

Seems to be a duplicate of #60650

Seems to be a duplicate of #60650

Still a problem. But I have a workaround for my particular system at the moment.

  • Start Blender 2.79 latest build.
  • Observe display scaling problem
  • Drag window to the other display
  • Observe scaling seems to be fixed
  • Drag window back to desired display
  • Observe everything working properly

Shrug

Still a problem. But I have a workaround for my particular system at the moment. - Start Blender 2.79 latest build. - Observe display scaling problem - Drag window to the other display - Observe scaling seems to be fixed - Drag window back to desired display - Observe everything working properly # Shrug
brecht changed title from Dual Screen Screen scaling/startup to macOS screen scaling wrong on startup 4 years ago
brecht commented 4 years ago
Owner

Added subscriber: @Dante

Added subscriber: @Dante
Dante commented 4 years ago

Complementing what I can find in memory and relations.
Im not a programmer but i do know how to use the terminal XD

The mouse is offset Also, when it happened was : i was using evee, to render on the viewport simple cameras parented to an object, playing with the nodes. Is also think is a mac Mojave related problem because there is some flickering on other things.
And the mouse is off centred. also with a Bluetooth mouse/keyboard because i was working with a pc user, we tryed, that when we found that pc user has to press "d" while using the grease pencil and macs don't.

Please find the cure

Complementing what I can find in memory and relations. Im not a programmer but i do know how to use the terminal XD The mouse is offset Also, when it happened was : i was using evee, to render on the viewport simple cameras parented to an object, playing with the nodes. Is also think is a mac Mojave related problem because there is some flickering on other things. And the mouse is off centred. also with a Bluetooth mouse/keyboard because i was working with a pc user, we tryed, that when we found that pc user has to press "d" while using the grease pencil and macs don't. Please find the cure
Collaborator

This issue was referenced by 801901a652

This issue was referenced by 801901a65210cf3556ed9f0818e3f694483be24b
brecht commented 4 years ago
Owner

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
brecht closed this issue 4 years ago
brecht commented 4 years ago
Owner

I was able to reproduce this issue now when opening a particular .blend file. I've committed a fix for that case.

Let me know if it still happens in the latest builds.

I was able to reproduce this issue now when opening a particular .blend file. I've committed a fix for that case. Let me know if it still happens in the latest builds.
kostex commented 4 years ago
Poster

At my end, things are working the way it should now! Thanks

(not using daily builds but building myself)

At my end, things are working the way it should now! Thanks (not using daily builds but building myself)
macnib commented 4 years ago

Hmm, I still am not sure it's working for me.

I downloaded the beta today and tried it out. This is from build blender-2.80.0-git20190128.704b336899dd-x86_64 .

I just put my mac to sleep and logged back in. Another funny thing this time is to get the blender information window open ( typically a click on the menu blender icon ), I had to click in the black area in the upper left part of the window.

Perhaps, I'm testing an older version?

Screenshot_01_28_19.jpg

Hmm, I still am not sure it's working for me. I downloaded the beta today and tried it out. This is from build blender-2.80.0-git20190128.704b336899dd-x86_64 . I just put my mac to sleep and logged back in. Another funny thing this time is to get the blender information window open ( typically a click on the menu blender icon ), I had to click in the black area in the upper left part of the window. Perhaps, I'm testing an older version? ![Screenshot_01_28_19.jpg](https://archive.blender.org/developer/F6435230/Screenshot_01_28_19.jpg)
macnib commented 4 years ago

If I moved the blender window to the center of the display, then the black offset happens when I login from sleep.

If I leave the window in the original position the application started in, then I did not see a black offset.

I tried each one of those situation twice. Also, on the mac, in display settings, I had my monitor scaled up. I set it to the default resolution. In both cases, the behavior was the same.

Monitor -- U32J59x Display 61-inch (3840 x 2160) . Its quite a big display so I tend to scale up and want to move the window ... how I stumbled across the issue.

Also, if I go into fullscreen with the blender window, then I do not see the issue.

Hope the feedback helps.

If I moved the blender window to the center of the display, then the black offset happens when I login from sleep. If I leave the window in the original position the application started in, then I did not see a black offset. I tried each one of those situation twice. Also, on the mac, in display settings, I had my monitor scaled up. I set it to the default resolution. In both cases, the behavior was the same. Monitor -- U32J59x Display 61-inch (3840 x 2160) . Its quite a big display so I tend to scale up and want to move the window ... how I stumbled across the issue. Also, if I go into fullscreen with the blender window, then I do not see the issue. Hope the feedback helps.

@macnib Try with tomorrows build. It was fixed today and the builds are only updated once a day.

@macnib Try with tomorrows build. It was fixed today and the builds are only updated once a day.
macnib commented 4 years ago

Ah, I will try tomorrows build.

Ah, I will try tomorrows build.

I built locally and it works brilliantly now. Thanks! The native pixel stuff on MacOS is quirky. Ironic that I just found a workaround 3 days ago.

I built locally and it works brilliantly now. Thanks! The native pixel stuff on MacOS is quirky. Ironic that I just found a workaround 3 days ago.
macnib commented 4 years ago

I just built it locally too with 33dcf9fa71 . This is still not working. The blender-2.80.0-git20190129.957b4547aeeb-x86_64 downloaded beta build does not work for me either.

These builds seem better than before. But the problems start when you tap on the default cube and highlight it orange and then change the window size and move the window. Sometimes this created issues for me. Attached are screenshots for evidence.

Not trying to be a sour grape but just giving feedback. There might be more than one bug happening.

Screenshot01_29_19.jpg

Screenshot2_01_29_19.jpg

I just built it locally too with 33dcf9fa71c7 . This is still not working. The blender-2.80.0-git20190129.957b4547aeeb-x86_64 downloaded beta build does not work for me either. These builds seem better than before. But the problems start when you tap on the default cube and highlight it orange and then change the window size and move the window. Sometimes this created issues for me. Attached are screenshots for evidence. Not trying to be a sour grape but just giving feedback. There might be more than one bug happening. ![Screenshot01_29_19.jpg](https://archive.blender.org/developer/F6444231/Screenshot01_29_19.jpg) ![Screenshot2_01_29_19.jpg](https://archive.blender.org/developer/F6444235/Screenshot2_01_29_19.jpg)
brecht commented 4 years ago
Owner

Changed status from 'Resolved' to: 'Open'

Changed status from 'Resolved' to: 'Open'
brecht reopened this issue 4 years ago

I haven't tested extensively, but at first glance, this seems to fix my problem (though, I rarely change window size and usually use Blender maximized).

I haven't tested extensively, but at first glance, this seems to fix my problem (though, I rarely change window size and usually use Blender maximized).

Added subscriber: @ArtoKitula

Added subscriber: @ArtoKitula

Added subscriber: @hrochodyl

Added subscriber: @hrochodyl
brecht commented 4 years ago
Owner

Added subscriber: @snakeblade

Added subscriber: @snakeblade

Added subscriber: @seaside98-4

Added subscriber: @seaside98-4

Still an issue in 2.80 release. It is important that the second monitor is a different resolution than the primary. I am using Macbook Pro 13 inch with touch bar and a 3840 x 2160 secondary display. Simple steps to reproduce, with pictures:

  1. Expand Blender to fill entire secondary monitor.
    Screen Shot 2019-08-02 at 8.35.03 AM.png

  2. Disconnect the secondary monitor. Blender will move back to the primary monitor, But it will not rescale.
    Screen Shot 2019-08-02 at 8.35.15 AM.png

  3. Reconnect the secondary monitor. Blender will move back to the secondary monitor, But now it is the scale of the primary monitor.
    Screen Shot 2019-08-02 at 8.35.33 AM (2).png

It would be great to see this issue fixed.

Still an issue in 2.80 release. It is important that the second monitor is a different resolution than the primary. I am using Macbook Pro 13 inch with touch bar and a 3840 x 2160 secondary display. Simple steps to reproduce, with pictures: 1. Expand Blender to fill entire secondary monitor. ![Screen Shot 2019-08-02 at 8.35.03 AM.png](https://archive.blender.org/developer/F7645773/Screen_Shot_2019-08-02_at_8.35.03_AM.png) 2. Disconnect the secondary monitor. Blender will move back to the primary monitor, But it will not rescale. ![Screen Shot 2019-08-02 at 8.35.15 AM.png](https://archive.blender.org/developer/F7645776/Screen_Shot_2019-08-02_at_8.35.15_AM.png) 3. Reconnect the secondary monitor. Blender will move back to the secondary monitor, But now it is the scale of the primary monitor. ![Screen Shot 2019-08-02 at 8.35.33 AM (2).png](https://archive.blender.org/developer/F7645780/Screen_Shot_2019-08-02_at_8.35.33_AM__2_.png) It would be great to see this issue fixed.

Added subscriber: @ghigi123

Added subscriber: @ghigi123

Having the exact same behaviour as @seaside98.
An additional element might be that my secondary monitor (Dell U2715H) is not supported by macOS High DPI scaling. Just dragging the window to the second screen and bringing it back solves the issue.
But removing the secondary display makes blender unusable

Would be great to see this issue solved.

Having the exact same behaviour as @seaside98. An additional element might be that my secondary monitor (Dell U2715H) is not supported by macOS High DPI scaling. Just dragging the window to the second screen and bringing it back solves the issue. But removing the secondary display makes blender unusable Would be great to see this issue solved.

This happens consistently on my 2015 MBP when moving from the larger 2540 x 1440 to the laptop screen (secondary display). It is especially annoying when I return to the studio in the morning after having scaled down to laptop size and the interface does not expand properly when I drag it back to the primary display. As noted in all of the above comments, it is the responsiveness of the interface scaling that's a problem. It's been a consistent issue for all of the 2.8x builds.

Thanks a ton for taking a look at this! ;-)

This happens consistently on my 2015 MBP when moving from the larger 2540 x 1440 to the laptop screen (secondary display). It is especially annoying when I return to the studio in the morning after having scaled down to laptop size and the interface does not expand properly when I drag it back to the primary display. As noted in all of the above comments, it is the responsiveness of the interface scaling that's a problem. It's been a consistent issue for all of the 2.8x builds. Thanks a ton for taking a look at this! ;-)
sebbas commented 3 years ago
Collaborator

Added subscriber: @sebbas

Added subscriber: @sebbas
brecht was unassigned by dfelinto 3 years ago
brecht commented 3 years ago
Owner

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

Changed status from 'Confirmed' to: 'Needs User Info'
brecht commented 3 years ago
Owner

Can anyone verify if this issue still happens in the latest builds, after {5780142}?

If the issue still happens most likely we can fix it in a similar way.

Can anyone verify if this issue still happens in the latest builds, after {5780142}? If the issue still happens most likely we can fix it in a similar way.

Can not reproduce the bug in my case @brecht
🎉

Can not reproduce the bug in my case @brecht 🎉
brecht commented 3 years ago
Owner

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

Changed status from 'Needs User Info' to: 'Resolved'
brecht closed this issue 3 years ago
brecht self-assigned this 3 years ago
brecht commented 3 years ago
Owner

Thanks for testing.

Thanks for testing.
Sign in to join this conversation.
No Label
Interest/Alembic
Interest/Animation & Rigging
Interest/Asset Browser
Interest/Asset Browser Project Overview
Interest/Audio
Interest/Automated Testing
Interest/Blender Asset Bundle
Interest/Collada
Interest/Compositing
Interest/Core
Interest/Cycles
Interest/Datablocks and Libraries
Interest/Dependency Graph
Interest/Development Management
Interest/Eevee
Interest/Eevee & Viewport
Interest/Freestyle
Interest/Geometry Nodes
Interest/Grease Pencil
Interest/Images & Movies
Interest/Import/Export
Interest/Line Art
Interest/Masking
Interest/Modeling
Interest/Modifiers
Interest/Motion Tracking
Interest/Overrides
Interest/Performance
Interest/Pipeline, Assets & I/O
Interest/Translations
Interest/Undo
Interest/USD
Interest/Video Sequencer
legacy module/Animation & Rigging
legacy module/Core
legacy module/Development Management
legacy module/Eevee & Viewport
legacy module/Grease Pencil
legacy module/Modeling
legacy module/Nodes & Physics
legacy module/Pipeline, Assets & IO
legacy module/Platforms, Builds, Tests & Devices
legacy module/Python API
legacy module/Rendering & Cycles
legacy module/Sculpt, Paint & Texture
legacy module/Triaging
legacy module/User Interface
legacy module/VFX & Video
legacy project/1.0.0-beta.2
legacy project/Asset Browser (Archived)
legacy project/BF Blender: 2.8
legacy project/BF Blender: After Release
legacy project/BF Blender: Next
legacy project/BF Blender: Regressions
legacy project/BF Blender: Unconfirmed
legacy project/Blender 2.70
legacy project/Code Quest
legacy project/Game Animation
legacy project/Game Audio
legacy project/Game Data Conversion
legacy project/Game Engine
legacy project/Game Logic
legacy project/Game Physics
legacy project/Game Python
legacy project/Game Rendering
legacy project/Game UI
legacy project/GPU / Viewport
legacy project/GSoC
legacy project/Infrastructure: Websites
legacy project/LibOverrides - Usability and UX
legacy project/Milestone 1: Basic, Local Asset Browser
legacy project/Nodes
legacy project/Nodes & Physics
legacy project/OpenGL Error
legacy project/Papercut
legacy project/Performance
legacy project/Physics
legacy project/Platforms, Builds, Tests & Devices
legacy project/Pose Library Basics
legacy project/Python API
legacy project/Render & Cycles
legacy project/Render Pipeline
legacy project/Retrospective
legacy project/Sculpt, Paint & Texture
legacy project/Text Editor
legacy project/Tracker Curfew
legacy project/Triaging
legacy project/User Interface
legacy project/UV Editing
legacy project/VFX & Video
legacy project/Virtual Reality
legacy project/Wintab High Frequency
Meta/Good First Issue
Meta/Papercut
migration/requires-manual-verification
Module › Animation & Rigging
Module › Core
Module › Development Management
Module › Eevee & Viewport
Module › Grease Pencil
Module › Modeling
Module › Nodes & Physics
Module › Pipeline, Assets & IO
Module › Platforms, Builds, Tests & Devices
Module › Python API
Module › Render & Cycles
Module › Sculpt, Paint & Texture
Module › Triaging
Module › User Interface
Module › VFX & Video
Platform/FreeBSD
Platform/Linux
Platform/macOS
Platform/Windows
Priority › High
Priority › Low
Priority › Normal
Priority › Unbreak Now!
Status › Archived
Status › Confirmed
Status › Duplicate
Status › Needs Information from Developers
Status › Needs Information from User
Status › Needs Triage
Status › Resolved
Type › Bug
Type › Design
Type › Known Issue
Type › Patch
Type › Report
Type › To Do
No Milestone
No project
No Assignees
21 Participants
Notifications
Due Date

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#57069
Loading…
There is no content yet.