Display Bug - Latest WIP

Hi @stevebaer

There is something strange happening with the display when I am selecting few of the solid objects.
I have recorded the video which will show the problem, in short:

  • after selecting a polysurface - edge siluettes of other polysurfaces are appearing in the different place and disappearing from the original object.

I am using GPU tesselation, shaded mode.
The recording is enclosed, I can send file privately if needed.

Display_Bug2.zip (3.3 MB)

Did some further checks: if GPU tesselation is deactivated - I cannot repeat the behavior described above.


Hi Dmitriy,

Could you paste your system information here (from Help -> System Information…)


Hi David,


Info is below:

Rhino 6 SR0 2017-5-16 (Rhino WIP, 6.0.17136.10381, Git hash:master @ 132f70880fccbff1340d813f10addb24f9d42fef)

Windows 7 SP1 (Physical RAM: 16Gb)

Quadro M2000M/PCIe/SSE2 (OpenGL ver:4.5.0 NVIDIA 356.49)

OpenGL Settings
  Safe mode: Off
  Use accelerated hardware modes: On
  Redraw scene when viewports are exposed: On
  Anti-alias mode: 8x
  Mip Map Filtering: None
  Anisotropic Filtering Mode: None
  Vendor Name: NVIDIA Corporation
  Render version: 4.5
  Shading Language: 4.50 NVIDIA
  Driver Date: 6-15-2016
  Driver Version:
  Maximum Texture size: 16384 x 16384
  Z-Buffer depth: 24 bits
  Maximum Viewport size: 16384 x 16384
  Total Video Memory: 4 GB


All I can do right now is to recommend updating your drivers - they’re about a year old. @stevebaer can try to look further into this.


Ok, thx.
I will update video drivers and check if this happens again.

Added later: I checked quickly in the Device manager - it says Drivers are up-to-date.
How should I do it correctly?


I would recommend going to the NVIDIA website and navigating to Drivers and then Quadro until you get to download an installer. Start here.


Thanks David,

I have updated the drivers but still can repeat same behavior with GPU tessellation ON.


I think I already have that bug fixed. Please let me know if this is still happening in the next WIP.