3d viewport shimmers when moving mouse over the interface in Solid & Lookdev modes #62961

Closed
opened 2019-03-26 11:55:39 +01:00 by Adrian Newton · 22 comments

System Info attached system-info.txt

  1. Open Classroom.blend
  2. Change the 3d viewport view to Solid or Lookdev settings.
  3. Make sure the Overlay - Navigate Gizmo is visible.
  4. Move the mouse over the 3 icons. The 3d viewport shimmers.
  5. This happens when moving the mouse over other parts of the interface.
System Info attached [system-info.txt](https://archive.blender.org/developer/F6885226/system-info.txt) 1. Open Classroom.blend 2. Change the 3d viewport view to Solid or Lookdev settings. 3. Make sure the Overlay - Navigate Gizmo is visible. 4. Move the mouse over the 3 icons. The 3d viewport shimmers. 5. This happens when moving the mouse over other parts of the interface.
Author

Added subscriber: @TheJanitor

Added subscriber: @TheJanitor

#72967 was marked as duplicate of this issue

#72967 was marked as duplicate of this issue

#70558 was marked as duplicate of this issue

#70558 was marked as duplicate of this issue

#69823 was marked as duplicate of this issue

#69823 was marked as duplicate of this issue
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
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This comment was removed by @Jeroen-Bakker

*This comment was removed by @Jeroen-Bakker*

Added subscriber: @ZedDB

Added subscriber: @ZedDB
Clément Foucault was assigned by Sebastian Parborg 2019-03-26 16:14:18 +01:00

I can confirm that the viewport seems to redraw

I can confirm that the viewport seems to redraw

Yes this is because of the TAA and how the gizmos are drawn.

Fixing this would require increasing the Vram usage to have an isolated buffer only for gizmos.

Another way would be to have a dedicated redraw tag to avoid redrawing the shaded mesh (like cycles does).

Yes this is because of the TAA and how the gizmos are drawn. Fixing this would require increasing the Vram usage to have an isolated buffer only for gizmos. Another way would be to have a dedicated redraw tag to avoid redrawing the shaded mesh (like cycles does).
Author

Just to make clear, this isn't just gizmo related, just an example.

  1. Outliner Editor seems to cause no issue
  2. Properties Editor, for the most part no affect, although it happens intermittantly when moving the mouse up and down over left side icons (Render, Output, View Layer etc.)
  3. Timeline Editor, no issue
  4. Top Menu Bar, no issue
  5. Bar with Transform, Annotations, View, 3D Cursor, Properties. When collapsed, no issue. When expanded, issue
Just to make clear, this isn't just gizmo related, just an example. 1. Outliner Editor seems to cause no issue 2. Properties Editor, for the most part no affect, although it happens intermittantly when moving the mouse up and down over left side icons (Render, Output, View Layer etc.) 3. Timeline Editor, no issue 4. Top Menu Bar, no issue 5. Bar with Transform, Annotations, View, 3D Cursor, Properties. When collapsed, no issue. When expanded, issue

Yes anything that tags the viewport for redraw will reset the TAA if it has already converged. This is because the TAA also uses the redraw tagging for refreshing.

Yes anything that tags the viewport for redraw will reset the TAA if it has already converged. This is because the TAA also uses the redraw tagging for refreshing.

Added subscriber: @RafaCM

Added subscriber: @RafaCM

Added subscriber: @blenderrocket

Added subscriber: @blenderrocket
Clément Foucault was unassigned by Dalai Felinto 2019-12-23 16:34:48 +01:00

Added subscriber: @fclem

Added subscriber: @fclem

Added subscribers: @deadpin, @iss

Added subscribers: @deadpin, @iss

Added subscriber: @JacobMerrill-1

Added subscriber: @JacobMerrill-1

previously - in old bge there was a concept of scenes and overlay scenes, background scenes

I think these were indeed separate buffers

This allowed us to render a scene offscreen and slap it over the top of another scene in real-time

Maybe this type of system could be restored but implemented in the compositor node code

ticking 'dont draw ui' simply skips rendering that buffer all together?

previously - in old bge there was a concept of scenes and overlay scenes, background scenes I think these were indeed separate buffers This allowed us to render a scene offscreen and slap it over the top of another scene in real-time Maybe this type of system could be restored but implemented in the compositor node code ticking 'dont draw ui' simply skips rendering that buffer all together?

Added subscriber: @xdanic

Added subscriber: @xdanic

I also noticed it happens when rotating or panning, and without any gizmo or overlay. Kind of a workaround, but when I use the theme Oddysey (On the call for content thread) is not as evident, I changed to the default theme and that's were I noticed this bug.

Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66

I also noticed it happens when rotating or panning, and without any gizmo or overlay. Kind of a workaround, but when I use the theme Oddysey (On the call for content thread) is not as evident, I changed to the default theme and that's were I noticed this bug. Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66

Added subscriber: @ArtemBataev

Added subscriber: @ArtemBataev

This issue was referenced by d82c3d8615

This issue was referenced by d82c3d86155ea3c7831c7b5ef5d07bc8e2d99394

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Clément Foucault self-assigned this 2020-06-23 23:00:22 +02:00
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Reference: blender/blender#62961
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