makehumancommunity / makehuman

This is the main repository for the MakeHuman application as such.
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Windows 11 - Human displays as shadow after render #206

Open rwbaer opened 1 year ago

rwbaer commented 1 year ago

Nightly Build: 20220719 alpha (HEAD:f8ff3bc5)

Steps to Reproduce: Start MH Switch to Rendering | Scene and observe what it looks like for current lighting Go toRendering | Render tab; click render Return to Rendering | Scene and observe that the display is a shadow now

Is this related to #198 and/or #204?

EDIT: IMPORTANT Going to the modeling or geometry tabs produces a human that is also just a shadow. The human can be seen when changing the rotation dynamically, but when things come to rest the human is again a shadow.**

The shadow honors "hide faces under clothers". If you uncheck this box, the "supposedly" hidden faces of the naked human show through the shadow. Could this be side-effect of fixing z-plane culling in the scene tab?

RenderIssue

kshepherd2013 commented 1 year ago

I have tried the same sequence on Ubuntu 22.04 and it works perfectly (no shadow at any point). Also no errors in the log. It sounds like an OpenGL problem in Qt on Windows - may be GPU specific and may be shader related. We might get more information if you run with: python3 makehuman.py --debugopengl --fullloggingopengl --debugnumpy (if you haven't already tried this). Also you might check your windows opengl drivers in case there is a more recent one. I apologise if I am suggesting stuff you have already tried. I am not sure what might cause this.

rwbaer commented 1 year ago

@kshepherd2013 thanks for the idea. When started this way there is no error or warning in the logs. My environment is: python 3.9 PyOpenGL 3.1.6 PyQt5 5.15.7 numpy 1.23.1 Windows 11 [Version 10.0.25163.1010] [ I have a 2060 super NVidia graphics card on this machine and the drivers are up to date]

Despite the logs being empty, there are a few lines on the console related to dict_keys and numpy that may make a difference (and I never remember seeing before), but I don't really know where in the program these might be coming from.

There also are some QWidget errors that probably shouldn't be happening. I think the ICC profile issues are long standing and haven't made an impact before although it strikes me that it would be nice to take care of them too some time.

Attribute Qt::AA_EnableHighDpiScaling must be set before QCoreApplication is created. libpng warning: iCCP: known incorrect sRGB profile QWidget::setMinimumSize: (/TextView) Negative sizes (0,-1) are not possible QWidget::setMinimumSize: (/TextView) Negative sizes (0,-1) are not possible QWidget::setMinimumSize: (/TextView) Negative sizes (0,-1) are not possible qt.gui.icc: Unsupported ICC profile class 70727472 QPngHandler: Failed to parse ICC profile qt.gui.icc: Unsupported ICC profile class 70727472 QPngHandler: Failed to parse ICC profile qt.gui.icc: Unsupported ICC profile class 70727472 QPngHandler: Failed to parse ICC profile qt.gui.icc: Unsupported ICC profile class 70727472 QPngHandler: Failed to parse ICC profile qt.gui.icc: Unsupported ICC profile class 70727472 QPngHandler: Failed to parse ICC profile qt.gui.icc: Unsupported ICC profile class 70727472 QPngHandler: Failed to parse ICC profile qt.gui.icc: Unsupported ICC profile class 70727472 QPngHandler: Failed to parse ICC profile dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>]) dict_keys([<class 'numpy.ndarray'>, <class 'ctypes.c_void_p'>, <class 'bytes'>, <class 'OpenGL.converters.c_long_Array_1'>])

kshepherd2013 commented 1 year ago

Here is my complete log for running python3 makehuman.py --debugopengl --fullloggingopengl --debugnumpy and then your exact sequence, and then exiting: MakeHuman Copyright (C) 2001-2020 http://www.makehumancommunity.org This program comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to redistribute it under certain conditions. For details use the option --license

PRE STARTUP SETTING: useHDPI = False PRE STARTUP SETTING: noShaders = False PRE STARTUP SETTING: noSampleBuffers = False Initialized logging VERSION: render_tab_depth_fix:a4345b52 SHORT VERSION: alpha LONG VERSION: 1.2.1 alpha (render_tab_depth_fix:a4345b52) BASEMESH VERSION: hm08 IS BUILT (FROZEN): No IS RELEASE VERSION: No DEFAULT ENCODING: utf-8 FILESYSTEM ENCODING: utf-8 STDOUT ENCODING: utf-8 LOCALE PREFERRED ENCODING: UTF-8 WORKING DIRECTORY: /home/kshepherd/makehuman-devel/makehuman/makehuman HOME LOCATION: /home/kshepherd/ PYTHON PATH: ./:./lib:./apps:./shared:./apps/gui:./core:/home/kshepherd/makehuman-devel/makehuman/makehuman:/usr/lib/python310.zip:/usr/lib/python3.10:/usr/lib/python3.10/lib-dynload:/home/kshepherd/.local/lib/python3.10/site-packages:/usr/local/lib/python3.10/dist-packages:/usr/lib/python3/dist-packages:/usr/lib/petsc/lib/python3/dist-packages:/usr/lib/slepc/lib/python3/dist-packages:/usr/lib/python3.10/dist-packages DLL PATH: /home/kshepherd/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/home/kshepherd/scarletline/cyber/src/scripts/sh:/home/kshepherd/scarletline/cyber/src/scripts/perl:/home/kshepherd/scarletline/cyber/dev/Android/Sdk/ndk-bundle:/home/kshepherd/scarletline/cyber/dev/Android/Sdk/platform-tools:/home/kshepherd/scarletline/cyber/dev/Android/Sdk/tools SYS.VERSION: 3.10.4 (main, Jun 29 2022, 12:14:53) [GCC 11.2.0] SYS.PLATFORM: linux SYS.EXECUTABLE: /usr/bin/python3 PLATFORM.MACHINE: x86_64 PLATFORM.PROCESSOR: x86_64 PLATFORM.UNAME.RELEASE: 5.15.0-35-generic PLATFORM.LINUX_DISTRIBUTION: Ubuntu 22.04 Jammy Jellyfish NUMPY.VERSION: 1.21.5 Loaded libGL.so => libGL.so.1 <CDLL 'libGL.so.1', handle 55a2e52cf050 at 0x7ffb4052a320> No OpenGL_accelerate module loaded: No module named 'OpenGL_accelerate' Loaded libGLU.so => libGLU.so.1 <CDLL 'libGLU.so.1', handle 55a2e530cfe0 at 0x7ffb405bd870> QT.VERSION: 5.15.3 QT.JPG_SUPPORT: supported QT.SVG_SUPPORT: supported QT.PLUGIN_PATH: /usr/lib/x86_64-linux-gnu/qt5/plugins:/usr/bin QT.PLUGIN_PATH_ENV: QT.CONF: NOT PRESENT PYOPENGL.VERSION: 3.1.5 NOSHADERS: not set NOSAMPLEBUFFERS: not set GL.VENDOR: Intel GL.RENDERER: Mesa Intel(R) UHD Graphics 630 (CFL GT2) GL.VERSION: 4.6 (Compatibility Profile) Mesa 22.0.1 4.60 GLSL.VERSION: 4.60 GL.EXTENSION: GL_ARB_multisample not available (0x samples) Creating new texture for image data/textures/texture_notfound.png. GL.EXTENSION: GL_ARB_texture_non_power_of_two enabled initTexture: 256, 256, False Setting language to english Setting language to english Initializing default theme first. Theme default version 1.2.0 Loaded theme data/themes/default.mht Using Qt system style breeze Loading human compiled file missing: data/3dobjs/base.npz Problem loading binary mesh: ('compiled file missing: %s', 'data/3dobjs/base.npz') Loading ASCII mesh data/3dobjs/base.obj. Calculated maximum number of faces for one vertex: 5 Calculated maximum number of poles for one vertex: 5 Not writing compiled meshes to system paths (data/3dobjs/base.npz). Loading material from file data/skins/default.mhmat Shader: adding built-in uniform b'gl_NormalMatrix' Shader: adding built-in uniform b'gl_ModelViewProjectionMatrix' VectorUniform(AdditiveShading) = [0.] VectorUniform(AdditiveShading) = [0.] Loaded vertex weights MakeHuman weights from file /home/kshepherd/makehuman-devel/makehuman/makehuman/data/rigs/default_weights.mhw Loading scene Loading scene file: data/scenes/default.mhscene Loading main GUI Assigning setting loaddir value /nfs/shepherd4_Primedia/Games/makehuman_home/makehuman/v1py3/models that was loaded before the setting was declared. Assigning setting savedir value /nfs/shepherd4_Primedia/Games/makehuman_home/makehuman/v1py3/models/Caldonia_Watson that was loaded before the setting was declared. Assigning setting exportdir value /nfs/shepherd4_Primedia/Games/makehuman_home/makehuman/v1py3/exports that was loaded before the setting was declared. Loading plugins Importing plugin 0_modeling_0_modifiers Imported plugin 0_modeling_0_modifiers Loading plugin 0_modeling_0_modifiers Loading modifiers from data/modifiers/modeling_modifiers.json Attempting to load targets from NPZ file. Could not load targets from NPZ, loading individual files from data (Error message: ('Could not load load targets from npz archive. Archive file %s not found.', 'data/targets.npz')) 1280 targets loaded from .target files. Loaded 249 modifiers from file data/modifiers/modeling_modifiers.json Loaded 249 modifier descriptions from file data/modifiers/modeling_modifiers_desc.json Loaded plugin 0_modeling_0_modifiers Importing plugin 0_modeling_1_bodyshapes Imported plugin 0_modeling_1_bodyshapes Loading plugin 0_modeling_1_bodyshapes Loading modifiers from data/modifiers/bodyshapes_modifiers.json Loaded 22 modifiers from file data/modifiers/bodyshapes_modifiers.json Loaded 22 modifier descriptions from file data/modifiers/bodyshapes_modifiers_desc.json Loaded plugin 0_modeling_1_bodyshapes Importing plugin 0_modeling_8_random Imported plugin 0_modeling_8_random Loading plugin 0_modeling_8_random Loaded plugin 0_modeling_8_random Importing plugin 0_modeling_9_custom_targets Imported plugin 0_modeling_9_custom_targets Loading plugin 0_modeling_9_custom_targets Loaded plugin 0_modeling_9_custom_targets Importing plugin 0_modeling_a_measurement Imported plugin 0_modeling_a_measurement Loading plugin 0_modeling_a_measurement Loading modifiers from data/modifiers/measurement_modifiers.json Loaded 20 modifiers from file data/modifiers/measurement_modifiers.json Loaded 20 modifier descriptions from file data/modifiers/measurement_modifiers_desc.json Loaded plugin 0_modeling_a_measurement Importing plugin 0_modeling_background Imported plugin 0_modeling_background Loading plugin 0_modeling_background Loaded plugin 0_modeling_background Importing plugin 1_convert_model_tags Imported plugin 1_convert_model_tags Loading plugin 1_convert_model_tags Loaded plugin 1_convert_model_tags Importing plugin 1_mhapi Imported plugin 1_mhapi Loading plugin 1_mhapi Loaded plugin 1_mhapi Importing plugin 2_foot_posing Imported plugin 2_foot_posing Loading plugin 2_foot_posing Loaded plugin 2_foot_posing Importing plugin 2_posing_expression Imported plugin 2_posing_expression Loading plugin 2_posing_expression Loaded plugin 2_posing_expression Importing plugin 3_libraries_animation Imported plugin 3_libraries_animation Loading plugin 3_libraries_animation Loaded plugin 3_libraries_animation Importing plugin 3_libraries_clothes_chooser Imported plugin 3_libraries_clothes_chooser Loading plugin 3_libraries_clothes_chooser Loaded plugin 3_libraries_clothes_chooser Importing plugin 3_libraries_eye_chooser Imported plugin 3_libraries_eye_chooser Loading plugin 3_libraries_eye_chooser According to mh.getSysDataPath here's high poly eyes data/eyes/high-poly/high-poly.mhclo Selecting proxy file "data/eyes/high-poly/high-poly.mhclo" from eyes library. compiled proxy file missing: data/eyes/high-poly/high-poly.mhpxy Problem loading binary proxy: ('compiled proxy file missing: %s', 'data/eyes/high-poly/high-poly.mhpxy') Loading proxy file: data/eyes/high-poly/high-poly.mhclo. Loading material from file /home/kshepherd/makehuman-devel/makehuman/makehuman/data/eyes/materials/brown.mhmat Shader: adding built-in uniform b'gl_NormalMatrix' Shader: adding built-in uniform b'gl_ModelViewProjectionMatrix' VectorUniform(AdditiveShading) = [0.] VectorUniform(AdditiveShading) = [0.] Not writing compiled proxies to system paths (data/eyes/high-poly/high-poly.mhpxy). compiled file missing: /home/kshepherd/makehuman-devel/makehuman/makehuman/data/eyes/high-poly/high-poly.npz Problem loading binary mesh: ('compiled file missing: %s', '/home/kshepherd/makehuman-devel/makehuman/makehuman/data/eyes/high-poly/high-poly.npz') Loading ASCII mesh /home/kshepherd/makehuman-devel/makehuman/makehuman/data/eyes/high-poly/high-poly.obj. Calculated maximum number of faces for one vertex: 4 Calculated maximum number of poles for one vertex: 4 Not writing compiled meshes to system paths (/home/kshepherd/makehuman-devel/makehuman/makehuman/data/eyes/high-poly/high-poly.npz). remapping weights for proxy HighPolyEyes remapping weights for HighPolyEyes took 0.08053 seconds Loaded plugin 3_libraries_eye_chooser Importing plugin 3_libraries_eyebrows Imported plugin 3_libraries_eyebrows Loading plugin 3_libraries_eyebrows Loaded plugin 3_libraries_eyebrows Importing plugin 3_libraries_eyelashes Imported plugin 3_libraries_eyelashes Loading plugin 3_libraries_eyelashes Loaded plugin 3_libraries_eyelashes Importing plugin 3_libraries_material_chooser Imported plugin 3_libraries_material_chooser Loading plugin 3_libraries_material_chooser Loaded plugin 3_libraries_material_chooser Importing plugin 3_libraries_polygon_hair_chooser Imported plugin 3_libraries_polygon_hair_chooser Loading plugin 3_libraries_polygon_hair_chooser Loaded plugin 3_libraries_polygon_hair_chooser Importing plugin 3_libraries_pose Imported plugin 3_libraries_pose Loading plugin 3_libraries_pose Loaded plugin 3_libraries_pose Importing plugin 3_libraries_proxy_chooser Imported plugin 3_libraries_proxy_chooser Loading plugin 3_libraries_proxy_chooser Loaded plugin 3_libraries_proxy_chooser Importing plugin 3_libraries_skeleton Imported plugin 3_libraries_skeleton Loading plugin 3_libraries_skeleton Loaded plugin 3_libraries_skeleton Importing plugin 3_libraries_teeth Imported plugin 3_libraries_teeth Loading plugin 3_libraries_teeth Loaded plugin 3_libraries_teeth Importing plugin 3_libraries_tongue Imported plugin 3_libraries_tongue Loading plugin 3_libraries_tongue Loaded plugin 3_libraries_tongue Importing plugin 4_rendering_9_viewer Imported plugin 4_rendering_9_viewer Loading plugin 4_rendering_9_viewer Loaded plugin 4_rendering_9_viewer Importing plugin 4_rendering_opengl Imported plugin 4_rendering_opengl Loading plugin 4_rendering_opengl Assigning setting rendering_width value 800 that was loaded before the setting was declared. Assigning setting rendering_height value 600 that was loaded before the setting was declared. Assigning setting GL_RENDERER_SSS value False that was loaded before the setting was declared. Assigning setting GL_RENDERER_AA value True that was loaded before the setting was declared. Loaded plugin 4_rendering_opengl Importing plugin 4_rendering_scene Imported plugin 4_rendering_scene Loading plugin 4_rendering_scene Setting rendering_width is already declared. Adding it again has no effect. Setting rendering_height is already declared. Adding it again has no effect. Loaded plugin 4_rendering_scene Importing plugin 5_settings_0_settings Imported plugin 5_settings_0_settings Loading plugin 5_settings_0_settings Setting language to english Theme makehuman version 1.2.0 Loaded theme data/themes/makehuman.mht Loaded Qt style data/themes/makehuman.qss Loaded plugin 5_settings_0_settings Importing plugin 5_settings_mouse Imported plugin 5_settings_mouse Loading plugin 5_settings_mouse Loaded plugin 5_settings_mouse Importing plugin 5_settings_shortcuts Imported plugin 5_settings_shortcuts Loading plugin 5_settings_shortcuts Loaded plugin 5_settings_shortcuts Importing plugin 5_settings_userplugins Imported plugin 5_settings_userplugins Loading plugin 5_settings_userplugins Loaded plugin 5_settings_userplugins Importing plugin 6_help Imported plugin 6_help Loading plugin 6_help Loaded plugin 6_help Importing plugin 7_data Imported plugin 7_data Loading plugin 7_data Loaded plugin 7_data Importing plugin 7_example Imported plugin 7_example Loading plugin 7_example Loaded plugin 7_example Importing plugin 7_expression_mixer Imported plugin 7_expression_mixer Loading plugin 7_expression_mixer Loaded plugin 7_expression_mixer Importing plugin 7_logging Imported plugin 7_logging Loading plugin 7_logging Loaded plugin 7_logging Importing plugin 7_material_editor Imported plugin 7_material_editor Loading plugin 7_material_editor Loaded plugin 7_material_editor Importing plugin 7_profile Imported plugin 7_profile Loading plugin 7_profile Loaded plugin 7_profile Importing plugin 7_save_targets Imported plugin 7_save_targets Loading plugin 7_save_targets Loaded plugin 7_save_targets Importing plugin 7_scene_editor Imported plugin 7_scene_editor Loading plugin 7_scene_editor Setting rendering_width is already declared. Adding it again has no effect. Setting rendering_height is already declared. Adding it again has no effect. Assigning setting Scene_Editor_FileDlgPath value /nfs/shepherd4_Primedia/Games/makehuman_home/makehuman/v1py3/data/scenes that was loaded before the setting was declared. Loaded plugin 7_scene_editor Importing plugin 7_scripting Imported plugin 7_scripting Loading plugin 7_scripting Loaded plugin 7_scripting Importing plugin 7_shell Imported plugin 7_shell Loading plugin 7_shell Using selector: EpollSelector Using selector: EpollSelector

MESSAGE TYPE:kernel_info_request Content: {} --->

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MESSAGE TYPE:history_request Content: {'raw': True, 'output': False, 'hist_access_type': 'tail', 'n': 1000} --->

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MESSAGE TYPE:execute_request Content: {'code': '', 'silent': True, 'store_history': True, 'user_expressions': {}, 'allow_stdin': True} --->

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kshepherd2013 commented 1 year ago

I do not see anything from "QWidget" in mine, so you may be right that it is related to the "shadow" error. i.e. "QWidget::setMinimumSize: (/TextView) Negative sizes (0,-1) are not possible" I think the png ICC profile errors are not unusual.

rwbaer commented 1 year ago

Build f8ff31c5 Okay. I've been able to confirm this "shadow" behavior on at least 2 work computers and one home computer with various NVidia or Intel 630 graphics cards under Windows. numpy doesn't see critical having tried at least 1.23.1 and 1.18.1. pyopengl doesn't seem critical as it happen on both 3.1.0 and 3.1.6. PyQt5 version does not seem critical as it occurs with both 5.12.7 and 5.15.7. Python version does not seem critical because it happens with 3.7.6, 3.9 and 3.10. We are left with it is something unique to how either PYQt5 or openGL runs under Windows rather than Linux.

It would be nice if one of the other devs could confirm that they are seeing the differing behaviors Kevin is experiencing on Linux and I am experiencein on Windows 11. Also, does it happen on Windows 10 as well? It would also be nice to know what happens if we rollback to the version before we started to fix the 22.04 version to know if it is related to the fixes or is just an previously undiscovered behavior because rendering in MH is relatively uncommon. I could use a git refresher on exactly what would be the proper way to do that if one of you git experts can help.

rwbaer commented 1 year ago

I found a machine with Windows MH1.2.0 (20210426 final (HEAD:409e74d4) in which rendering is still working as expected.

rwbaer commented 1 year ago

As of build 1.2.1 alpha (master:1c4fa878) there is no shadow problem on Windows after render

rwbaer commented 1 year ago

1.2.1 alpha (master:d7e0c21a) 7/14/2022 2:04 AM I have now be able to verify that the shadow problem first appears with"Merge pull request #200 from ksheperd2013" Prior to that, the render tab does not produce a visible render, but at least the other tabs show a properly redered human. I think this commit should be reverted if a fix is not obvious. We can live with a "failing render tab" but not a completely broken interface on Windows

rwbaer commented 1 year ago

While it does seem we need to move to QOpenGLWidget , we may need to study the subtle changes that have happened to buffer updating and clipping to make sure we accomodate our complex GUI. See https://doc.qt.io/qt-5/qopenglwidget.html and particularly:

https://doc.qt.io/qt-5/qopenglwidget.html#relation-to-qglwidget https://doc.qt.io/qt-5/qopenglwidget.html#differences-to-qglwidget https://doc.qt.io/qt-5/qopenglwidget.html#resource-initialization-and-cleanup

This seems to channel some of the issuses that have plagued the "fix" "While the API is very similar, there is an important difference between the two: QOpenGLWidget always renders offscreen, using framebuffer objects. QGLWidget on the other hand uses a native window and surface. The latter causes issues when using it in complex user interfaces since, depending on the platform, such native child widgets may have various limitations, regarding stacking orders for example. QOpenGLWidget avoids this by not creating a separate native window."

Is the "shadow" an empty or non-updated buffer?

rwbaer commented 1 year ago

I removed 2 lines added to glmodule.py by kshepherd2013 [glEnable(GL_DEPTH_TEST); ] that seemed to be responsible for the "shadow behavior" on windows. I left his other modifications.

It will be important to find out if this breaks the Ubuntu 22.04 repair, or if they were unimportant to that repair. It would be great if one of you could try Ubuntu 22.04 with the changes.

joepal1976 commented 1 year ago

My workstation is still at ubuntu 20.04, I haven't had time to update it yet. And running a test in virtualbox isn't really fair.

With ubuntu 20.02, I don't get a shadow but the zoom bug is there

rwbaer commented 1 year ago

There is a small side effect of having removed these two lines in Windows. The clipping plane on the front of the face after a render is incorrect. However this is only in the viewer tab after a render. The modeling tab and other tabs show the human as expected and seem to function normally with the exception of the zoom issue #208. On Windows overall functionality is better with the lines gone because there is no seeing anything with the black shadow in front.

image
Aranuvir commented 1 year ago

Same problem on my Linux-System, now. It looks like the shaded mesh is hidden behind the black object. Could it be a wrong buffer showing?

rwbaer commented 1 year ago

@Aranuvir - Just for clarity, do youn see the shadow with Ubuntu 22.04 or 20.04 (or both)? Should we move the ksshepard2013 fix to a feature branch until we get this solved?

Are we certain the old master code doesn't work on all Ubuntu 22.04 systems or is it just some of them?

Either way, I think we do need to move forward on QOpenGLWidget (useful links in post above It's a questionof what master is least toxic to sourcce users.

rwbaer commented 1 year ago

FWIW, with the current nightly I'm no longer getting the black shadow on Windows 11 when I render, but there is a new issue that mI describe in #225 along with a link to reports of back face culling issues by Ricardo2020 on the forum that may be related. If you think they are the same issue, you can close this and continue there from the Windows point of view.