GP Lineart ignores subdivision modifier with GPU subdivisions on #95470
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Reference: blender/blender#95470
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System Information
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42
Blender Version
Broken: version: 3.2.0 Alpha, branch: asset-greasepencil, commit date: 2022-01-30 10:24, hash:
8eab21729b
Worked: 3.1
Caused by
eed45d2a23
Short description of error
See image:
It works correctly when GPU subdivisions are turned OFF
Exact steps for others to reproduce the error
Add Scene lineart and subdivide default cube
Added subscriber: @frogstomp-4
Added subscribers: @ChengduLittleA, @kevindietrich, @antoniov, @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
Similar to #94479 (GPU Subdivision surface modifier does not apply to Cycles renders ), but this time for lineart.
Will set to High prio here as well, not sure if @kevindietrich can handle this, too?
CC @ChengduLittleA , @antoniov
Thanks for the head up. I shall take a look. Not entirely sure how GPU subdiv evaluation works... If can spit out actual
Mesh
in CPU side for latter modifiers, then I believe this is easily fixable.@ChengduLittleA I think you can fix this by calling
BKE_object_get_evaluated_mesh̀
instead of directly accessingObject.data
to get the mesh. This will ensure that the subdivision is also computed on the CPU side.Thank you! @kevindietrich I shall try this!
This issue was referenced by
de886884c0
This issue was referenced by
991781c8ea
Added subscriber: @ThomasDinges
@ChengduLittleA Please always mention the Txxxx in a commit, when it fixes a bug report. It will automatically close the task then.
Also this should have been commited to the 3.1 branch, instead of master.
Changed status from 'Confirmed' to: 'Resolved'