openscad / openscad

OpenSCAD - The Programmers Solid 3D CAD Modeller
https://www.openscad.org
Other
6.94k stars 1.2k forks source link

Preview broken with Windows 10 - with difference() #1409

Closed urmilparikh closed 8 years ago

urmilparikh commented 9 years ago

I upgraded my OS to Windows 10 and now I find that preview (F5) is broken in some cases; and that OpenSCAD shows different views at different angles. Render (F6) works fine, as expected.

Seems an issue with difference().

With this example code:

difference() {
    translate([-3, -3, 0]) cube([6, 6, 1]);
    translate([0, 0, -0.1]) cylinder(d=3, h=1.2, $fn=12);
}

I get this with F6 (as expected): good

... but these with F5, at different view angles and at many view angles I do not see anything in preview: bad bad2

Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

t-paul commented 8 years ago

Very nice!

So now we need to get that update into MXE and update our build environment, oh my...

floriankirsch commented 8 years ago

I have just released OpenCSG 1.4.1 - the same version I sent @trayracing for testing. The issue turned, in fact, out to be a driver issue of Intel, that was triggered with 1.4.0. A fragment program was introduced there, but still the fixed function OpenGL pipeline was used to setup vertex/texture coordinates. Somehow the Intel driver did not like this - the texture coordinates were just not set. I have now replaced the fixed function vertex setup with a vertex program.

trayracing commented 8 years ago

Awesome - thank you very much, Florian!

t-paul commented 8 years ago

@floriankirsch could you have a look if the project file patches needed for MXE (currently at 1.4.0) would make sense to be included upstream?

https://github.com/mxe/mxe/blob/master/src/opencsg-1-fixes.patch

t-paul commented 8 years ago

https://github.com/mxe/mxe/pull/1521

floriankirsch commented 8 years ago

@t-paul I'll consider this patch for the next release.

t-paul commented 8 years ago

MXE is now updated to OpenCSG 1.4.1.

kintel commented 8 years ago

@t-paul nice! Does this mean that we can spin up a Windows build for @trayracing and some of the others here to test?

t-paul commented 8 years ago

Windows Snapshots with OpenCSG 1.4.1 (based on latest MXE)

trayracing commented 8 years ago

Yay! Defect example program passes here with "force goldfeather" off. HD Graphics 4400 Driver 10.18.15.4279 OpenSCAD Version: 2016.09.18 (git a5e4def) Compiler: GCC "4.9.4" 64bit

BTW. I'm running Win10 anniversary edition, which is incorrectly reported in the lib info window as WIn 8: System information: Windows 8 (v6.2.0.0) 4 CPUs 5.93 GB RAM

t-paul commented 8 years ago

Cool, thanks for testing. I'll update the snapshot links on the download page...

As for the reported version... Microsoft decided to make it really difficult to find the actual version in a useful way that does not mean poking in the registry. We've used https://bitbucket.org/AnyCPU/findversion which now seems to fail too :-(.

Created #1800 for this.

PrivateG7 commented 7 years ago

I am using Windows 10 on an Acer tablet. I tried the "force goldfeather" solution and that worked. I am trying to follow the rest of the chat here. What is the very best and most up-to-date solution at this point? Is the problem with my computer, drivers, or the openscad application? Should I simply use it with "force goldfeather" for now or is there other issues with that solution?

halxinate commented 7 years ago

The only one I'm aware of: Upgrade to Nvidia videocard. Nobody can fix that issue in the OpenCSG.

On Thu, Apr 13, 2017 at 2:08 PM, PrivateG7 notifications@github.com wrote:

I am using Windows 10 on an Acer tablet. I tried the "force goldfeather" solution and that worked. I am trying to follow the rest of the chat here. What is the very best and most up-to-date solution at this point? Is the problem with my computer, drivers, or the openscad application? Should I simply use it with "force goldfeather" for now or is there other issues with that solution?

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/openscad/openscad/issues/1409#issuecomment-294022086, or mute the thread https://github.com/notifications/unsubscribe-auth/AROKzy0XjvYEM_GaE2OYWDL93UoLTCxoks5rvo7WgaJpZM4FoJyM .

trayracing commented 7 years ago

PrivateG7, try the 2017.1.20 windows snapshot build, which uses OpenCSG 1.4.1. This solves the issue 1409 with goldfeather off. This change is not in the latest windows release, 2015.03-2.

Halixinate's "residue" issue is unrelated and solvable in the model - differences between two objects with coincident planes will not usually draw properly in this sort of renderer, due to finite precision arithmetic with the modelview matrix and rasterization. The user level trick to avoid this is to extend the subtracting object very slightly. In this case, the last line of desk( ) can be changed to something like: o = .001; translate([-1.5, 0.5 - o , -3]) cube(size=[3, 0.5 *+ 2o** , 2]);

halxinate commented 7 years ago

Wow! It actually working fine without the goldfeather already! Missed that completely (just installed 17.01.20). The "residue" was just my side question fixed it the similar way. Thank you very much for the heads up!

pepegc commented 7 years ago

Hi guys I've read this whole thread and the fact that you've been working on this issue for years is glorious. I am having the same issue with Preview basically doing whatever it wants. Force Goldfeather does not work for me. I realized I have 2015.03-2 (for Ubuntu 16.04 on a VM in Windows 10... I know) and that Florian(?) introduced some more recent updates. I was reading about the Development Snapshots here but I am a noob regarding Linux and Github and could use some help to update to the latest version of OpenSCAD. Thank you. EDIT: I hope I am not going off topic since I am using Ubuntu. I am actually going full Linux and just purchased a System76 machine that is on its way. It has Intel Graphics so I hope I can have this solved before it gets here and I abandon the mess I have created in this VM.

kintel commented 7 years ago

Graphics in a VM is always a bit of a challenge, depending on your VM vendor and how well they implement OpenGL drivers, and how well that maps to the OpenGL drivers of the host system. I wouldn't take any issues you're having now and expect that to represent the experience on a native system.

That said, Intel graphics has been a bit of a pain for a long long time due to very varying quality of drivers. This issue is specifically about Windows 10 issues and thus not really applicable to a native Ubuntu expericene.

MichaelAtOz commented 7 years ago

@pepegc

I was reading about the Development Snapshots here but I am a noob regarding Linux and Github and could use some help to update to the latest version of OpenSCAD. Thank you.

You are better to ask such questions on the forum, there is a wider audience. There is some Linux/Ubuntu instructions on the snapshot download page. (I'm not much of a Linux user)

kintel commented 7 years ago

I would open a separate issue for the Linux related problems as this is specific to Windows drivers. If this is only an issue using Linux VM's on a Win 10 host on Intel, that would be a very specific combination of issues. I would recommend starting with testing this on Windows native, then digging into the Linux issues later. This is not the easiest task for someone just getting started with Linux.

MichaelAtOz commented 7 years ago

@kintel , you may not have seen @pepegc EDIT above:

EDIT: I hope I am not going off topic since I am using Ubuntu. I am actually going full Linux and just purchased a System76 machine that is on its way. It has Intel Graphics so I hope I can have this solved before it gets here and I abandon the mess I have created in this VM.

So the issue is:

I was reading about the Development Snapshots here but I am a noob regarding Linux and Github and could use some help to update to the latest version of OpenSCAD. Thank you.

Which is why I pointed to the forum.

pepegc commented 7 years ago

Thanks guys. @MichaelAtOz , I did go to the forums but I wasn't allowed to post so I wrote a message to @kintel , which he already kindly replied. I think, given my current understanding of things, I will just stick to the version I have. Somehow now it is working better and whenever it bugs I just close/reopen openSCAD. I will wait for my new machine with native Ubuntu and see how that goes.

theopensourcerer commented 6 years ago

This has just started happening to me after upgrading my home desktop PC from Ubuntu 16.10 to 17.10 a few days ago.

I wasn't sure it was something to do with the new Weyland graphics, and update to OpenSCAD (am using the Ubuntu packaged version of OpenSCAD) or what?

Since the update, the preview quite often simply disappears from the viewport, F6 to render it works fine. If it close OpenSCAD and open it again, the preview is visible but once I change something and save, it then (mostly) disappears and I have to do a F6 to get back a drawing.

kintel commented 6 years ago

@theopensourcerer Are you using Ubuntu as a VM inside Windows 10? If not, please open a separate issue as this bug discusses a Windows 10 rendering issue.

jbrown123 commented 5 years ago

Can we reopen this issue? I'm still seeing significant render problems on Windows 10.

I was having this problem on the 2015.03-2 version so I tried the latest snapshot, 2018.09.05 (git 40af343), but I get the same results.

I've installed the latest updates from Microsoft for the entire system, including the video driver. I'm using Win 10 Pro v1803, OS Build 17134.285, 64 bit, on a Surface Pro 2017. The graphics card is an Intel Iris Plus Graphics 640, driver v24.20.100.6136, dated 5/25/2018

I currently have the goldfeather option turned on. Turning it off makes it worse.

First, the very simple code I'm using to show the problem:

$fn=120;

difference()
{
    cylinder(d=10, h=10);

    translate([0,-50,0])
    cube(100, center=true);
}

Now for some screen shots:

Expected output (half a cylinder): windows render bug 3

Depending on the angle, you get all sorts of render problems: windows render bug 1

Basically you see some portion of the "differenced out part" at various angles and zoom levels windows render bug 2

windows render bug 5

At worst, you get the entire 'wrong' half (the part that should be deleted by the difference) windows render bug 4

And, before you ask, here's the dump of the library info

OpenSCAD Version: 2018.09.05 (git 40af343)
System information: Windows(TM) 10.0 SP 0.0 NTW 1 MSDN 724833 4 CPUs 15.93 GB RAM
Compiler: GCC "7.3.0" 64bit
Boost version: 1_60
Eigen version: 3.2.5
CGAL version, kernels: 4.11, Cartesian, Extended_cartesian, Epeck
OpenCSG version: OpenCSG 1.4.2
Qt version: 5.11.1
QScintilla version: 2.10.4
MingW build: MingW64
GLib version: 2.50.2
libzip version: 1.5.1
Application Path: C:/Program Files/OpenSCAD
Documents Path: C:\Users\James\Documents
Resource Path: C:/Program Files/OpenSCAD
User Library Path: C:/Users/James/Documents/OpenSCAD/libraries
User Config Path: C:\Users\James\AppData\Local/OpenSCAD
Backup Path: C:/Users/James/Documents/OpenSCAD/backups
OPENSCADPATH: 
OpenSCAD library path:
C:/Users/James/Documents/OpenSCAD/libraries
C:/Program Files/OpenSCAD\libraries

OPENSCAD_FONT_PATH: 
OpenSCAD font path:
GLEW version: 1.12.0
OpenGL Version: 4.5.0 - Build 24.20.100.6136
GL Renderer: Intel(R) Iris(R) Plus Graphics 640
GL Vendor: Intel
RGBA(8888), depth(24), stencil(8)
GL_ARB_framebuffer_object: yes
GL_EXT_framebuffer_object: yes
GL_EXT_packed_depth_stencil: yes

Qt graphics widget: QGLWidgetGL Extensions:
GL_3DFX_texture_compression_FXT1
GL_AMD_depth_clamp_separate
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_1_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_bindless_texture
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_cl_event
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_conditional_render_inverted
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_derivative_control
GL_ARB_direct_state_access
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_enhanced_layouts
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_fragment_shader_interlock
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_indirect_parameters
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_polygon_offset_clamp
GL_ARB_post_depth_coverage
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object
GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness
GL_ARB_robustness_isolation
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counter_ops
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_image_samples
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_barrier
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_separate_stencil
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_polygon_offset_clamp
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_framebuffer_fetch
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_compression_s3tc
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_IBM_texture_mirrored_repeat
GL_INTEL_conservative_rasterization
GL_INTEL_fragment_shader_ordering
GL_INTEL_framebuffer_CMAA
GL_INTEL_map_texture
GL_INTEL_multi_rate_fragment_shader
GL_INTEL_performance_query
GL_KHR_blend_equation_advanced
GL_KHR_blend_equation_advanced_coherent
GL_KHR_context_flush_control
GL_KHR_debug
GL_KHR_texture_compression_astc_hdr
GL_KHR_texture_compression_astc_ldr
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_swap_control
nophead commented 5 years ago

If you view from anywhere inside the large cube you subtract you will get the wrong result because faces of the cube get clipped from the view. Put # in front of the cube line and you can then see the cube and why it goes wrong.

Use a smaller cube, view from further back or wrap a render() around it. It's a limitation of how OpenCSG works, I don't think it will ever be fixed.

raffaeler commented 4 years ago

Same problem here, solved setting Goldfeather Windows 10 - 2004 NVidia latest drivers

Without Goldfeather: image

With Goldfeather: image

OpenSCAD Version: 2019.05
System information: Windows(TM) 10.0 SP 0.0 NTW 1 MSDN 724833 8 CPUs 31.86 GB RAM
User Agent: OpenSCAD/2019.05 (Windows(TM) 10.0 SP 0.0 NTW 1 MSDN 724833)
Compiler: GCC "7.3.0" 64bit
MinGW build: MingW64
Debug build: No
Boost version: 1_60
Eigen version: 3.2.5
CGAL version, kernels: 4.11, Cartesian, Extended_cartesian, Epeck
OpenCSG version: OpenCSG 1.4.2
Qt version: 5.11.2
QScintilla version: 2.10.4
InputDrivers: 
GLib version: 2.50.2
lodepng version: 20180910
libzip version: 1.5.1
fontconfig version: 2.13.1
freetype version: 2.9.1
harfbuzz version: 2.0.2
lib3mf version: 1.8.0
Application Path: C:/Program Files/Openscad
Documents Path: C:\Users\raffaeler\Documents
User Documents Path: C:\Users\raffaeler\Documents
Resource Path: C:/Program Files/Openscad
User Library Path: C:/Users/raffaeler/Documents/OpenSCAD/libraries
User Config Path: C:\Users\raffaeler\AppData\Local/OpenSCAD
Backup Path: C:/Users/raffaeler/Documents/OpenSCAD/backups
OPENSCADPATH: 
OpenSCAD library path:
C:/Users/raffaeler/Documents/OpenSCAD/libraries
C:/Program Files/Openscad\libraries

OPENSCAD_FONT_PATH: 
OpenSCAD font path:
C:/WINDOWS/fonts
C:/Users/raffaeler/.local/share/fonts
C:/Users/raffaeler/.fonts
GLEW version: 1.12.0
OpenGL Version: 4.6.0 NVIDIA 442.92
GL Renderer: GeForce RTX 2060 SUPER/PCIe/SSE2
GL Vendor: NVIDIA Corporation
RGBA(8888), depth(24), stencil(8)
GL_ARB_framebuffer_object: yes
GL_EXT_framebuffer_object: yes
GL_EXT_packed_depth_stencil: yes

Qt graphics widget: QGLWidgetGL Extensions:
GL_AMD_multi_draw_indirect
GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_1_compatibility
GL_ARB_ES3_2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_bindless_texture
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_compute_variable_group_size
GL_ARB_conditional_render_inverted
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_derivative_control
GL_ARB_direct_state_access
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_enhanced_layouts
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_fragment_shader_interlock
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image
GL_ARB_gl_spirv
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_gpu_shader_int64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_indirect_parameters
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile
GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_polygon_offset_clamp
GL_ARB_post_depth_coverage
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object
GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness
GL_ARB_sample_locations
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counter_ops
GL_ARB_shader_atomic_counters
GL_ARB_shader_ballot
GL_ARB_shader_bit_encoding
GL_ARB_shader_clock
GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_image_samples
GL_ARB_shader_texture_lod
GL_ARB_shader_viewport_layer_array
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_sparse_buffer
GL_ARB_sparse_texture
GL_ARB_sparse_texture2
GL_ARB_sparse_texture_clamp
GL_ARB_spirv_extensions
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_barrier
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_filter_anisotropic
GL_ARB_texture_filter_minmax
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transform_feedback_overflow_query
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXTX_framebuffer_mixed_formats
GL_EXT_Cg_shader
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_import_sync_object
GL_EXT_memory_object
GL_EXT_memory_object_win32
GL_EXT_multi_draw_arrays
GL_EXT_multiview_texture_multisample
GL_EXT_multiview_timer_query
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_polygon_offset_clamp
GL_EXT_post_depth_coverage
GL_EXT_provoking_vertex
GL_EXT_raster_multisample
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_semaphore
GL_EXT_semaphore_win32
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_formatted
GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_sparse_texture2
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_filter_minmax
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_R8
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shadow_lod
GL_EXT_texture_shared_exponent
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback2
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_EXT_win32_keyed_mutex
GL_EXT_window_rectangles
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KHR_blend_equation_advanced
GL_KHR_blend_equation_advanced_coherent
GL_KHR_context_flush_control
GL_KHR_debug
GL_KHR_no_error
GL_KHR_parallel_shader_compile
GL_KHR_robust_buffer_access_behavior
GL_KHR_robustness
GL_KHR_shader_subgroup
GL_KTX_buffer_region
GL_NVX_blend_equation_advanced_multi_draw_buffers
GL_NVX_conditional_render
GL_NVX_gpu_memory_info
GL_NVX_gpu_multicast2
GL_NVX_linked_gpu_multicast
GL_NVX_multigpu_info
GL_NVX_nvenc_interop
GL_NVX_progress_fence
GL_NV_ES1_1_compatibility
GL_NV_ES3_1_compatibility
GL_NV_alpha_to_coverage_dither_control
GL_NV_bindless_multi_draw_indirect
GL_NV_bindless_multi_draw_indirect_count
GL_NV_bindless_texture
GL_NV_blend_equation_advanced
GL_NV_blend_equation_advanced_coherent
GL_NV_blend_minmax_factor
GL_NV_blend_square
GL_NV_clip_space_w_scaling
GL_NV_command_list
GL_NV_compute_program5
GL_NV_compute_shader_derivatives
GL_NV_conditional_render
GL_NV_conservative_raster
GL_NV_conservative_raster_dilate
GL_NV_conservative_raster_pre_snap
GL_NV_conservative_raster_pre_snap_triangles
GL_NV_conservative_raster_underestimation
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_draw_texture
GL_NV_draw_vulkan_image
GL_NV_explicit_multisample
GL_NV_feature_query
GL_NV_fence
GL_NV_fill_rectangle
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_coverage_to_color
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_fragment_shader_barycentric
GL_NV_fragment_shader_interlock
GL_NV_framebuffer_mixed_samples
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_geometry_shader_passthrough
GL_NV_gpu_multicast
GL_NV_gpu_program4
GL_NV_gpu_program4_1
GL_NV_gpu_program5
GL_NV_gpu_program5_mem_extended
GL_NV_gpu_program_fp64
GL_NV_gpu_shader5
GL_NV_half_float
GL_NV_internalformat_sample_query
GL_NV_light_max_exponent
GL_NV_memory_attachment
GL_NV_mesh_shader
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_path_rendering_shared_edge
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_query_resource
GL_NV_query_resource_tag
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_representative_fragment_test
GL_NV_sample_locations
GL_NV_sample_mask_override_coverage
GL_NV_scissor_exclusive
GL_NV_shader_atomic_counters
GL_NV_shader_atomic_float
GL_NV_shader_atomic_float64
GL_NV_shader_atomic_fp16_vector
GL_NV_shader_atomic_int64
GL_NV_shader_buffer_load
GL_NV_shader_storage_buffer_object
GL_NV_shader_subgroup_partitioned
GL_NV_shader_texture_footprint
GL_NV_shader_thread_group
GL_NV_shader_thread_shuffle
GL_NV_shading_rate_image
GL_NV_stereo_view_rendering
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_rectangle_compressed
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_transform_feedback2
GL_NV_uniform_buffer_unified_memory
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NV_viewport_array2
GL_NV_viewport_swizzle
GL_OVR_multiview
GL_OVR_multiview2
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
t-paul commented 4 years ago

@raffaeler This looks more like a convexity issue.

raffaeler commented 4 years ago

@t-paul thank you, it works. BTW how should I calculate the convexity number?

t-paul commented 4 years ago

Oh, looks like the FAQ is missing a link to the manual that shows that: https://en.wikibooks.org/wiki/OpenSCAD_User_Manual/2D_to_3D_Extrusion#Extrude_parameters_for_all_extrusion_modes

There's a slight disagreement in that manual section though, I'm not sure which of the 2 ways for calculation is correct. Either it's the number of front sides the ray hits, or number of font sides + number of back sides. I believe it's the smaller number.

nophead commented 4 years ago

Just front sides I think because a totally convex shape like a cube has convexity 1.

t-paul commented 4 years ago

Yeah, that's what I think too. I'll update the manual so it's at least consistent.