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IDProjectCategoryView StatusDate SubmittedLast Update
0014325ParaView(No Category)public2013-10-14 17:432013-11-01 13:17
ReporterAlan Scott 
Assigned ToAlan Scott 
PrioritynormalSeverityminorReproducibilityhave not tried
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Versiongit-master 
Target VersionFixed in Version4.1 
Summary0014325: depth buffer with contours and alpha error
DescriptionThere is a depth buffer bug with contours and alpha. It is replicated as follows:

* Remote server, 8 servers, master, Linux. (I bet you can see it local server, although it may not be as obvious.)
* Wavelet, apply.
* Contour. Delete the contour that is there. Generate new contours (default - which makes 10 of them). Apply.
* Turn off visibility of the Wavelet.
* Change contour's coloring to Normals. Change "Magnitude" to "X".
* -X
* Now, change the opacity to 0.999. Click somewhere else, such as point size. Although there should be no change, the image will change - and look horrible. Z buffer problems will be all over - with black lines triangles bleeding through, blue bleeding through, etc.

If this is hard to replicate, ask me and I can make a screenshot.


TagsNo tags attached.
ProjectSandia
Topic Name
Typeincorrect functionality
Attached Files

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  Notes
(0031710)
Alan Scott (manager)
2013-10-21 16:39

This report is actually showing up bugs in older versions of Mesa. I believe it is representative of any video card or driver issue related to Depth Pealing. On newer versions of Mesa (remote server), and NVidia cards (Linux), this bug doesn't exist. Closing.

 Issue History
Date Modified Username Field Change
2013-10-14 17:43 Alan Scott New Issue
2013-10-21 16:39 Alan Scott Note Added: 0031710
2013-10-21 16:39 Alan Scott Status backlog => closed
2013-10-21 16:39 Alan Scott Assigned To => Alan Scott
2013-10-21 16:39 Alan Scott Resolution open => fixed
2013-10-21 16:39 Alan Scott Fixed in Version => git-master
2013-11-01 13:17 Utkarsh Ayachit Fixed in Version git-master => 4.1


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