[Soc-2009-dev] Fw: Re: Rendering context threading bug

Jingyuan Huang jingyuan.huang at gmail.com
Tue Jun 16 07:45:25 CEST 2009

Hi Martin,
Light paint is disabled on purpose in solid view for now. It made more
sense to me to show lighting effects in shaded view than solid view,
but that can be easily changed. In fact I may change it very soon
since this bug is now causing crashes at random, which is very

I've been trying to integrate light probe preview to the current
preview renderer.

I just checked in my changes (link above). If you look at rendercore.c
you can see that it's a quite ugly change. The problem is that
calculating light env isn't a part of rendering, and doesn't need the
renderer to do stuff. I tried to "integrate" its computation into
renderer but it was quite unsuccessful so I fell back onto this ugly
solution now.

I CC'ed the ML in case anyone can give me some pointers on how to
render the lightenv preview correctly.

Best Wishes
Jingyuan Huang
Computer Graphics Lab
University of Waterloo

On Mon, Jun 15, 2009 at 4:49 PM, Martin Poirier<theeth at yahoo.com> wrote:
> Hi,
> Here's Ton's reply.
> I guess that's a "wont fix" and that shaded view will be dropped eventually, so lightpaint would need to be changed to not rely on that (not sure if it does or not, last time I tried, it seemed to not work correctly in solid view).
> Though, if other paint modes (weight, vertex, texture paint) rely on the shaded view code too, they would all need to be corrected, so that might be a good argument for asking him to fix that threading bug.
> Martin
> --- On Mon, 6/15/09, Ton Roosendaal <ton at blender.org> wrote:
>> From: Ton Roosendaal <ton at blender.org>
>> Subject: Re: Rendering context threading bug
>> To: "Martin Poirier" <theeth at yahoo.com>
>> Received: Monday, June 15, 2009, 3:35 AM
>> Hi,
>> Yep... the render code can only be used once in a time atm.
>> Pressing F12 cancels preview now too.
>> I'll make a provision to cancel preview renders for shaded
>> drawmode. This mode is on the list to fade out though... it
>> is slow, and glsl is actually much better. :)
>> -Ton-
>> ------------------------------------------------------------------------
>> Ton Roosendaal  Blender Foundation   ton at blender.org
>>   www.blender.org
>> Blender Institute   Entrepotdok 57A
>> 1018AD Amsterdam   The Netherlands
>> On 15 Jun, 2009, at 2:25, Martin Poirier wrote:
>> >
>> > Hey,
>> >
>> > My student (Jing) stumbled on a crasher caused by a
>> conflict between the normal draw code and the (threaded)
>> preview renderer.
>> >
>> > Details on the crash are there (it was really really
>> fun to pinpoint): http://www.pasteall.org/6106
>> >
>> > Basically, the drawing code reassigns R while the
>> preview thread is still using it.
>> >
>> > Test file is available there: http://blenderartists.org/~theeth/temp/blah.blend
>> >
>> > It crashes on load in 2.5 (call trace was done on her
>> branch though, but she assures me she didn't change any of
>> that code).
>> >
>> > Have fun!
>> >
>> > Martin
>> >
>> >
>> >
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