Viewport/crash artefacts with multiple materials and legacy NVIDIA drivers #71576

Closed
opened 2019-11-14 16:01:58 +01:00 by kriznee · 80 comments

System Information
Operating system: Linux-4.19.87-1-lts-x86_64-with-glibc2.29 64 Bits
Graphics card: GeForce GTX 275/PCIe/SSE2 NVIDIA Corporation 3.3.0NVIDIA 340.107

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce 410M/PCIe/SSE2 NVIDIA Corporation 4.3.0

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce 210/PCIe/SSE2 NVIDIA Corporation 3.3.0

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: Quadro FX 4800/PCIe/SSE2 NVIDIA Corporation 3.3.0

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: Quadro FX 3800/PCIe/SSE2 NVIDIA Corporation 3.3.0

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: Quadro FX 3700/PCIe/SSE2 NVIDIA Corporation 3.3.0

Short description of error
Drawing error with multi-material object. Faces dissapear or showing artefacts with 2 or more material slots applyed to same object

System Information
Operating system:Linux-5.0.0-36-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GT 220/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.107

Description:

When trying to use a second material or more on an object, the faces where it is applied become transparent or in some cases they are distorted as black rectangles that stretch to the origin (this second occurs above all with more complex models than a cube). This bug is noticed in edit mode or object, obviously if in viewport shading the option of material color or texture is used. In the other color modes of the Viewport Shading as Object, Vertex, Single or Random, the meshes of the object are displayed without the errors mentioned above.It happens in Blender 2.81 as well as in Blender 2.82, but in Blender 2.80 there is no such error.

material_error.png

2.81.png
m.jpg

> System Information > Operating system: Linux-4.19.87-1-lts-x86_64-with-glibc2.29 64 Bits > Graphics card: **GeForce GTX 275**/PCIe/SSE2 NVIDIA Corporation 3.3.0**NVIDIA 340.107** > > System Information > Operating system: **Windows-7**-6.1.7601-SP1 64 Bits > Graphics card: **GeForce 410M**/PCIe/SSE2 NVIDIA Corporation 4.3.0 > > System Information > Operating system: **Windows-7**-6.1.7601-SP1 64 Bits > Graphics card: **GeForce 210**/PCIe/SSE2 NVIDIA Corporation 3.3.0 > > System Information > Operating system: **Windows-7**-6.1.7601-SP1 64 Bits > Graphics card: **Quadro FX 4800**/PCIe/SSE2 NVIDIA Corporation 3.3.0 > > System Information > Operating system: Windows-7-6.1.7601-SP1 64 Bits > Graphics card: **Quadro FX 3800**/PCIe/SSE2 NVIDIA Corporation 3.3.0 > System Information > Operating system: Windows-7-6.1.7601-SP1 64 Bits > Graphics card: **Quadro FX 3700**/PCIe/SSE2 NVIDIA Corporation 3.3.0 > Short description of error > Drawing error with multi-material object. Faces dissapear or showing artefacts with 2 or more material slots applyed to same object > System Information > Operating system:**Linux-5.0.0**-36-generic-x86_64-with-debian-buster-sid 64 Bits > Graphics card: **GeForce GT 220**/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.107 > > > Description: > > When trying to use a second material or more on an object, the faces where it is applied become transparent or in some cases they are distorted as black rectangles that stretch to the origin (this second occurs above all with more complex models than a cube). This bug is noticed in edit mode or object, obviously if in viewport shading the option of material color or texture is used. In the other color modes of the Viewport Shading as Object, Vertex, Single or Random, the meshes of the object are displayed without the errors mentioned above.**It happens in Blender 2.81 as well as in Blender 2.82, but in Blender 2.80 there is no such error.** ![material_error.png](https://archive.blender.org/developer/F8170596/material_error.png) ![2.81.png](https://archive.blender.org/developer/F8170594/2.81.png) ![m.jpg](https://archive.blender.org/developer/F8170601/m.jpg)

Added subscriber: @kriznee

Added subscriber: @kriznee

#82580 was marked as duplicate of this issue

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I tried to uninstalled and download many times but I can not click on material icon.When I clicked on material menu and the programme turn off immediately every times.How should I solved this problem.

Thank you

I tried to uninstalled and download many times but I can not click on material icon.When I clicked on material menu and the programme turn off immediately every times.How should I solved this problem. Thank you

Added subscriber: @StephenSwaney

Added subscriber: @StephenSwaney

Missing information:

Short description of error
[Please fill out a short description of the error here]

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

Missing information: Short description of error [Please fill out a short description of the error here] Exact steps for others to reproduce the error [Please describe the exact steps needed to reproduce the issue] [Based on the default startup or an attached .blend file (as simple as possible)]

Added subscriber: @Uroboros

Added subscriber: @Uroboros
Maciej Jutrzenka changed title from Material menu has problem to Windows 7 - Viewport/Crash artefacts when multiple materials on 1 object 2019-11-26 15:49:57 +01:00
Added subscribers: @RzaIbrahimov, @gaonirico, @MaciejJutrzenka
Maciej Jutrzenka changed title from Windows 7 - Viewport/Crash artefacts when multiple materials on 1 object to Viewport/Crash artefacts when multiple materials on 1 object 2019-11-27 01:43:06 +01:00
Maciej Jutrzenka changed title from Viewport/Crash artefacts when multiple materials on 1 object to Viewport/Crash artefacts when multiple materials on 1 object [MERGED 4 Reports] 2019-11-27 01:51:57 +01:00

Added subscriber: @fclem

Added subscriber: @fclem

@fclem Do you think your fix could also solve this?
link to fix:
https://developer.blender.org/rBc6018391765c4406f8e190cb837174ed259ac90d

@fclem Do you think your fix could also solve this? link to fix: https://developer.blender.org/rBc6018391765c4406f8e190cb837174ed259ac90d

There was similar bug report about this
https://developer.blender.org/T70106

but apperantly got fixed but apperantly it is still bugged? or is it just old GPU's

There was similar bug report about this https://developer.blender.org/T70106 but apperantly got fixed but apperantly it is still bugged? or is it just old GPU's

On Twitter I uploaded a video showing how the bug appears in Blender 2.81 and not in Blender 2.80
https://twitter.com/Gaonirico/status/1199367836440973314?s=20

On Twitter I uploaded a video showing how the bug appears in Blender 2.81 and not in Blender 2.80 https://twitter.com/Gaonirico/status/1199367836440973314?s=20

so i guess it's an issue with old drivers.

@MaciejJutrzenka I think it would. if you want to test (and can compile blender) change this line
#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC)
to this
#if 0

so i guess it's an issue with old drivers. @MaciejJutrzenka I think it would. if you want to test (and can compile blender) change this line `#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC)` to this `#if 0`
Clément Foucault self-assigned this 2019-11-27 08:30:36 +01:00

@fclem sadly i don't have that kind of GPU's and i am not familiar with custom builds.. But if the issiue on MAC was exactly 1:1 the same.. so i think this should fix also those problems.. i think if we are gona do 2.81a it would be good idea toinclude this also for wind/linux

@fclem sadly i don't have that kind of GPU's and i am not familiar with custom builds.. But if the **issiue on MAC was exactly 1:1 the same**.. so i think this should fix also those problems.. i think if we are gona do **2.81a** it would be good idea to**include this also for wind/linux**

Well this fix has some issue as it cripple down the performance. So it should be limited to broken/end of life systems.

What I can see is that it only affect really old GPUs with legacy driver (correct me if i'm wrong) so we maybe need to limit this to old Nvidia drivers.

Well this fix has some issue as it cripple down the performance. So it should be limited to broken/end of life systems. What I can see is that it only affect really old GPUs with legacy driver (correct me if i'm wrong) so we maybe need to limit this to old Nvidia drivers.

i think we can set it for nvidia 3.3.0 driver and older.

i think we can set it for nvidia 3.3.0 driver and older.

Does running with --debug-gpu-force-workarounds (or use the script blender_debug_gpu_glitchworkaround.cmd) fixes the issue?

Does running with --debug-gpu-force-workarounds (or use the script `blender_debug_gpu_glitchworkaround.cmd`) fixes the issue?

I've prepared D6351 to fix this issue but it does not seems 100% safe (to me) and I still don't know if it fixes the issue.

I've prepared [D6351](https://archive.blender.org/developer/D6351) to fix this issue but it does not seems 100% safe (to me) and I still don't know if it fixes the issue.

This issue was referenced by cf77b67c45

This issue was referenced by cf77b67c459d481f6d8d34d13e14d22a6cad0842

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Changed status from 'Resolved' to: 'Open'

Changed status from 'Resolved' to: 'Open'

This issue was referenced by e2806b7429

This issue was referenced by e2806b7429c7d001687ae42e5173827989bb8e42

Added subscriber: @Zeirus

Added subscriber: @Zeirus

Added subscriber: @jufu

Added subscriber: @jufu
Maciej Jutrzenka changed title from Viewport/Crash artefacts when multiple materials on 1 object [MERGED 4 Reports] to Viewport/Crash artefacts when multiple materials on 1 object [MERGED 5 Reports] 2019-12-06 18:13:16 +01:00

This comment was removed by @MaciejJutrzenka

*This comment was removed by @MaciejJutrzenka*
Brecht Van Lommel changed title from Viewport/Crash artefacts when multiple materials on 1 object [MERGED 5 Reports] to Viewport/crash artefacts with multiple materials and legacy NVIDIA drivers 2019-12-06 18:30:23 +01:00

Added subscriber: @Bob-Arvin

Added subscriber: @Bob-Arvin

Added subscriber: @ArielEduardoGimenez

Added subscriber: @ArielEduardoGimenez

Added subscriber: @vr_sebas

Added subscriber: @vr_sebas

@fclem I'm running Archlinux with the 340xx driver, so I'll make blender with this settup and try it out, btw where's that line I have to edit?

In #71576#819116, @fclem wrote:
so i guess it's an issue with old drivers.

@MaciejJutrzenka I think it would. if you want to test (and can compile blender) change this line
#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC)
to this
#if 0

@fclem I'm running Archlinux with the 340xx driver, so I'll make blender with this settup and try it out, btw where's that line I have to edit? > In #71576#819116, @fclem wrote: > so i guess it's an issue with old drivers. > > @MaciejJutrzenka I think it would. if you want to test (and can compile blender) change this line > `#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC)` > to this > `#if 0`

Added subscriber: @Wenger

Added subscriber: @Wenger

Added subscriber: @GeofreyMayollo

Added subscriber: @GeofreyMayollo

Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker

Marking this issue as known issues as we officially don't support these platforms.

Marking this issue as known issues as we officially don't support these platforms.
Clément Foucault removed their assignment 2020-01-23 21:10:15 +01:00

Removed subscriber: @vr_sebas

Removed subscriber: @vr_sebas

Added subscriber: @amy_aimei

Added subscriber: @amy_aimei

I've tried to apply the fixes described in cf77b67c45: Fix #71576 Mesh error on mutimaterial Meshes on legacy nvidia drivers. with my own modifications. It works.

The idea of that commit is fine but the code in source/blender/gpu/intern/gpu_extensions.c is not correct.

  if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) {
    char *driver_version_str = strstr(version, "NVIDIA ") + 7;
    int driver_major_version = (int)strtol(driver_version_str, NULL, 10);
    if (driver_major_version > 0 && driver_major_version < 400) {
      GG.legacy_nvidia_driver = true;
    }
  }

The version in my case doesn't start with "NVIDIA ". If the code above is used, it crashed. I changed the code to look for the version I have, which is "3.3.0" where I found it from the debug output. I changed the code to

  if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) {
    if (strstr(version, "3.3.0")) {
      GG.legacy_nvidia_driver = true;
    }
  }

After that I recompiled the code and it works.

I've tried to apply the fixes described in cf77b67c45: Fix #71576 Mesh error on mutimaterial Meshes on legacy nvidia drivers. with my own modifications. It works. The idea of that commit is fine but the code in source/blender/gpu/intern/gpu_extensions.c is not correct. ``` if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) { char *driver_version_str = strstr(version, "NVIDIA ") + 7; int driver_major_version = (int)strtol(driver_version_str, NULL, 10); if (driver_major_version > 0 && driver_major_version < 400) { GG.legacy_nvidia_driver = true; } } ``` The version in my case doesn't start with "NVIDIA ". If the code above is used, it crashed. I changed the code to look for the version I have, which is "3.3.0" where I found it from the debug output. I changed the code to ``` if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) { if (strstr(version, "3.3.0")) { GG.legacy_nvidia_driver = true; } } ``` After that I recompiled the code and it works.

Added subscriber: @cadtofu

Added subscriber: @cadtofu

In #71576#883047, @amy_aimei wrote:
I've tried to apply the fixes described in cf77b67c45: Fix #71576 Mesh error on mutimaterial Meshes on legacy nvidia drivers. with my own modifications. It works.

My card info is below, perhaps same as yours. So I encountered same issue as you.

OpenGL:
===========================================

renderer:	'GeForce 310M/PCIe/SSE2'
vendor:		'NVIDIA Corporation'
version:	'3.3.0'

When I checked source code of 2.82, there is no such lines as you mentinoed.

if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) {

Could you complile a fixed "blender.exe" binary (win10/x64, based on official 2.82 release) and post it somewhere?
Or/and submit your fix into 2.83 main branch?
Many people will benefit from your work.

> In #71576#883047, @amy_aimei wrote: > I've tried to apply the fixes described in cf77b67c45: Fix #71576 Mesh error on mutimaterial Meshes on legacy nvidia drivers. with my own modifications. It works. My card info is below, perhaps same as yours. So I encountered same issue as you. ``` OpenGL: =========================================== renderer: 'GeForce 310M/PCIe/SSE2' vendor: 'NVIDIA Corporation' version: '3.3.0' ``` When I checked source code of 2.82, there is no such lines as you mentinoed. ``` if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) { ``` Could you complile a fixed "blender.exe" binary (win10/x64, based on official 2.82 release) and post it somewhere? Or/and submit your fix into 2.83 main branch? Many people will benefit from your work.

Could some coders make "GG.legacy_nvidia_driver" as command line switch (or Prefrences option) to bypass the buggy code mentioned by Amy Moo (amy_aimei) ?

Could some coders make "GG.legacy_nvidia_driver" as command line switch (or Prefrences option) to bypass the buggy code mentioned by Amy Moo (amy_aimei) ?

Added subscriber: @Eftal

Added subscriber: @Eftal

Hi Dylan,

If you want to perform what I've done, follow the link to cf77b67c45 . I'm not sure if I can modify the official Blender code or not. The problem with my fixes is it covers the version "3.3.0" only. I don't know how to make it more generic, i.e., covers more unsupported versions.

In addition, the "GG.legacy_nvidia_driver" is a variable introduced in my code, they don't have it. Therefore, your request "Could some coders make "GG.legacy_nvidia_driver" as command line switch (or Prefrences option) to bypass the buggy code mentioned by Amy Moo (amy_aimei) ?" will not get anyone to take action.

The fact is simple, we are using a unsupported GPU. I'm checking a generic solution based on the question "Will Blender 2.82 work without a GPU?" If it is possible, I can see if I can make a generic solution or not.

Amy

Hi Dylan, If you want to perform what I've done, follow the link to [cf77b67c45 ](https://developer.blender.org/rBcf77b67c459d481f6d8d34d13e14d22a6cad0842). I'm not sure if I can modify the official Blender code or not. The problem with my fixes is it covers the version "3.3.0" only. I don't know how to make it more generic, i.e., covers more unsupported versions. In addition, the "GG.legacy_nvidia_driver" is a variable introduced in my code, they don't have it. Therefore, your request "Could some coders make "GG.legacy_nvidia_driver" as command line switch (or Prefrences option) to bypass the buggy code mentioned by Amy Moo (amy_aimei) ?" will not get anyone to take action. The fact is simple, we are using a unsupported GPU. I'm checking a generic solution based on the question "Will Blender 2.82 work without a GPU?" If it is possible, I can see if I can make a generic solution or not. Amy

Hi Dylan,

The quickest fixes for you is modifying just few lines in source/blender/draw/intern/shaders/common_view_lib.glsl around line 118 in Blender 2.82 code.

/* Breaking this across multiple lines causes issues for some older GLSL compilers. */
/* clang-format off */
/* #if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTRIB) */
#if 0
/* clang-format on */
struct ObjectMatrices {
  mat4 drw_modelMatrix;
  mat4 drw_modelMatrixInverse;
};

layout(std140) uniform modelBlock
{
  ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
};

- define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
- define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)

#else /* GPU_INTEL */
/* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage.
 * So for now we just force using the legacy path. */
/* Note that this is also a workaround of a problem on osx (amd or nvidia)
 * and older amd driver on windows. */
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
#endif

Comment out the line #if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTRIB) and replace it with#if 0, which makes the following lines till the line #else / GPU_INTEL /not being executed and execute the lines between#else / GPU_INTEL /till#endif.

Again, in order to make it generic, I have to find the way to cover ALL "DEPRECATED" GPU.

Amy

Hi Dylan, The quickest fixes for you is modifying just few lines in source/blender/draw/intern/shaders/common_view_lib.glsl around line 118 in Blender 2.82 code. ``` /* Breaking this across multiple lines causes issues for some older GLSL compilers. */ /* clang-format off */ /* #if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTRIB) */ #if 0 /* clang-format on */ struct ObjectMatrices { mat4 drw_modelMatrix; mat4 drw_modelMatrixInverse; }; layout(std140) uniform modelBlock { ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN]; }; - define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix) - define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse) #else /* GPU_INTEL */ /* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage. * So for now we just force using the legacy path. */ /* Note that this is also a workaround of a problem on osx (amd or nvidia) * and older amd driver on windows. */ uniform mat4 ModelMatrix; uniform mat4 ModelMatrixInverse; #endif ``` Comment out the line **#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTRIB) **and replace it with**#if 0**, which makes the following lines till the line **#else /* GPU_INTEL */**not being executed and execute the lines between**#else /* GPU_INTEL */**till**#endif**. Again, in order to make it generic, I have to find the way to cover ALL "DEPRECATED" GPU. Amy

Added subscriber: @Amy-4

Added subscriber: @Amy-4

In #71576#922094, @amy_aimei wrote:
Hi Dylan,

Thank you Amy,

I struggled but failed in compiling Blender. I'm not coder, so it's not easy to complie such a large software.

I found a dev version of 2.82 can work in my laptop.


version: 2.82 (sub 6), branch: master, commit date: 2020-01-10 06:10, hash: 95200045f3, type: Release
build date: 2020-01-10, 11:00:05

Perhaps this will be the last usable version on this machine.

> In #71576#922094, @amy_aimei wrote: > Hi Dylan, Thank you Amy, I struggled but failed in compiling Blender. I'm not coder, so it's not easy to complie such a large software. I found a dev version of 2.82 can work in my laptop. ``` ``` version: 2.82 (sub 6), branch: master, commit date: 2020-01-10 06:10, hash: 95200045f312, type: Release build date: 2020-01-10, 11:00:05 ``` ``` Perhaps this will be the last usable version on this machine.

Added subscriber: @rdrpenguin

Added subscriber: @rdrpenguin

Could you also add the AMD "Stoney Ridge" integrated graphics to this list? I seem to be having the same symptoms: Create a mesh, attach a different material to one of the faces, and the face becomes transparent.

Could you also add the AMD "Stoney Ridge" integrated graphics to this list? I seem to be having the same symptoms: Create a mesh, attach a different material to one of the faces, and the face becomes transparent.

It also seems to do this in blender-softwaregl, which makes me think that this is my problem. I'm not sure though, since, as far as I know, I'm following all of the steps correctly.

It also seems to do this in blender-softwaregl, which makes me think that this is my problem. I'm not sure though, since, as far as I know, I'm following all of the steps correctly.

Added subscribers: @Arjun_R_7019, @Alaska

Added subscribers: @Arjun_R_7019, @Alaska

Added subscriber: @iss

Added subscriber: @iss

In #71576#1002774, @rdrpenguin wrote:
It also seems to do this in blender-softwaregl, which makes me think that this is my problem. I'm not sure though, since, as far as I know, I'm following all of the steps correctly.

There is another report with stoney ridge so it's not problem on your side probably

> In #71576#1002774, @rdrpenguin wrote: > It also seems to do this in blender-softwaregl, which makes me think that this is my problem. I'm not sure though, since, as far as I know, I'm following all of the steps correctly. There is another report with stoney ridge so it's not problem on your side probably
Collaborator

Removed subscriber: @Alaska

Removed subscriber: @Alaska

Added subscriber: @MiceAreVeryNice

Added subscriber: @MiceAreVeryNice

I have a similar issue with Blender 2.83+ on an AMD A4-5000 with Radeon HD 8330 configuration.
Laptop purchased in 2014, driver is radeon. The latest closed-source driver for my AGP is fglrx 15.30.1025 which won't install due to my X version being "too recent" (strangely, AMD offers driver updates for said AGP on Windows 10).
Please fix the drawing issue as soon as possible.

I have a [similar issue ](https://developer.blender.org/T81187) with Blender 2.83+ on an AMD A4-5000 with Radeon HD 8330 configuration. Laptop purchased in 2014, driver is radeon. The latest closed-source driver for my AGP is fglrx 15.30.1025 which won't install due to my X version being "too recent" (strangely, AMD offers driver updates for said AGP on Windows 10). Please fix the drawing issue as soon as possible.

This bug seems already fixed since 2.91alpha. Anybody could give a try.

This bug seems already fixed since 2.91alpha. Anybody could give a try.

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

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

Thanks for update.

Is anybody still having this problem? if there are no issues anymore, I will close this report.

Thanks for update. Is anybody still having this problem? if there are no issues anymore, I will close this report.

In #71576#1029357, @iss wrote:
Thanks for update.

Is anybody still having this problem? if there are no issues anymore, I will close this report.

Hi Richard,
Is there a possibility to backport the fix to 2.83LTS?
Thanks.

> In #71576#1029357, @iss wrote: > Thanks for update. > > Is anybody still having this problem? if there are no issues anymore, I will close this report. Hi Richard, Is there a possibility to backport the fix to 2.83LTS? Thanks.

Perhaps - as far as I know this was issue only on officially unsupported GPUs?

But I would like to wait for more users to check this to be pretty sure this is fixed for most cases at least, and finally we would need to know what commit fixed this. Since I wasn't able to reproduce this issue, I can't check this.

Perhaps - as far as I know this was issue only on officially unsupported GPUs? But I would like to wait for more users to check this to be pretty sure this is fixed for most cases at least, and finally we would need to know what commit fixed this. Since I wasn't able to reproduce this issue, I can't check this.

But I would like to wait for more users to check this to be pretty sure this is fixed for most cases at least, and finally we would need to know what commit fixed this. Since I wasn't able to reproduce this issue, I can't check this.

Thanks, I see now.
Hope obsolete graphics card users who suffering from this bug could help more test reports.

> But I would like to wait for more users to check this to be pretty sure this is fixed for most cases at least, and finally we would need to know what commit fixed this. Since I wasn't able to reproduce this issue, I can't check this. Thanks, I see now. Hope obsolete graphics card users who suffering from this bug could help more test reports.

Added subscriber: @EAW

Added subscriber: @EAW

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

Changed status from 'Needs User Info' to: 'Resolved'
Richard Antalik self-assigned this 2020-10-15 20:00:55 +02:00

After my request for information I don't see anybody reporting issues so I will close this report.

After my request for information I don't see anybody reporting issues so I will close this report.

In #71576#1035107, @iss wrote:
After my request for information I don't see anybody reporting issues so I will close this report.

Yes, I have tested 2.91, it works. Do you know how it is fixed? It is a good idea to apply the same fixes to 2.83 LTS. Noted that 2.83.7 still has that issue.

> In #71576#1035107, @iss wrote: > After my request for information I don't see anybody reporting issues so I will close this report. Yes, I have tested 2.91, it works. Do you know how it is fixed? It is a good idea to apply the same fixes to 2.83 LTS. Noted that 2.83.7 still has that issue.

I don't know what commit fixed this. Keep in mind that LTS receives only critical fixes like crashes and this issue existed on unsupported hardware.

I don't know what commit fixed this. Keep in mind that LTS receives only critical fixes like crashes and this issue existed on unsupported hardware.

Added subscriber: @JC314

Added subscriber: @JC314

Is it fixed in release "2.91" or "2.90.1" ?

Just in case it is a typo, I'm getting this issue with release 2.90.1.

I am new to Blender - since last week - daily using 'legacy' hardware. Never had any reason to upgrade. So, if somebody needs to have something tested on antique stuff, just ask me. :-)

Linux Mint 20
Intel(R) Core(TM)2 Quad CPU Q9400 @ 2.66GHz
NVIDIA driver 340.108
GeForce 210

Is it fixed in release "2.91" or "2.90.1" ? Just in case it is a typo, I'm getting this issue with release 2.90.1. I am new to Blender - since last week - daily using 'legacy' hardware. Never had any reason to upgrade. So, if somebody needs to have something tested on antique stuff, just ask me. :-) Linux Mint 20 Intel(R) Core(TM)2 Quad CPU Q9400 @ 2.66GHz NVIDIA driver 340.108 GeForce 210

In #71576#1041400, @JC314 wrote:
Is it fixed in release "2.91" or "2.90.1" ?

Just in case it is a typo, I'm getting this issue with release 2.90.1.

2.91, which is currently in beta. It is available as a daily build from the following link:
https://builder.blender.org/download/

> In #71576#1041400, @JC314 wrote: > Is it fixed in release "2.91" or "2.90.1" ? > > Just in case it is a typo, I'm getting this issue with release 2.90.1. > 2.91, which is currently in beta. It is available as a daily build from the following link: https://builder.blender.org/download/

For what it's worth, I confirm it works using 2.91.

I even have the impression the rendering is more robust too. Because it was easy to crash Blender using Eevee. This release doesn't crash doing a quick test.

Good stuff :-)

For what it's worth, I confirm it works using 2.91. I even have the impression the rendering is more robust too. Because it was easy to crash Blender using Eevee. This release doesn't crash doing a quick test. Good stuff :-)

I'm getting these warnings:

WARNING: attempting to set nonexistent parameter: EmissionStrength
WARNING: attempting to set nonexistent parameter: EmissionStrength

I'm getting these warnings: WARNING: attempting to set nonexistent parameter: EmissionStrength WARNING: attempting to set nonexistent parameter: EmissionStrength

Added subscribers: @Addi01, @rjg

Added subscribers: @Addi01, @rjg
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