GHGL seems broken in 9.0.26055.12305

Failure to render mesh in Grasshopper with GL Mesh Shader. Day spent chasing this.
With larger GL shader setups and the full application active, no GL display and quickly (2-3 minutes) overflows the system RAM (128 GB) and crashes the system.

In my examination, the GHGL will not render anything if another Grasshopper preview object is not active.

One active object is required to be in Grasshopper preview mesh mode in order for the GHGL Mesh Shader component to function.

All my GHGL Mesh Shaders have been modified, with that in context.

If a GHGL component is untethered to a mesh and active, for example on a reload, it will quickly fill all the available RAM (not VRAM) on the system and crash it, the full windows system. It is critical to have a default mesh object wired into each GHGL Mesh Shader.

Hi Shaw -
Does the update also resolve this issue?

-wim

Not resolved, regarding the display of the GL Mesh Shader being dependent on the Grasshopper preview state of another object.

Here is a slightly modifed GL Mesh Shader that displays fine, as long as another object is previewed. If you uncheck the GH preview of the lower smaller sphere, the GL Mesh Shader immediately disappears.

GLdisplayBug.gh (13.0 KB)

Regarding the memory runaway bug, I need to come up with the a demonstrator, it is still there with version 9.0 of the GHGL component and the latest WIP build from @eirannejad

Looking at this right now and will try to replicate memory leak.

Update:

I can’t seem to be able to replicate leaks by opening and closing the shader editor. I would appreciate any instructions on how to replicate the leak.

As far as the preview goes, GH1 does not render previews if there are no components on the canvas drawing a preview so it is missing the shader. I will make a YT for @stevebaer to take a look at.

RH-94645 GHGL shader components do not draw if there are no components with preview

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One more observation on the relationship between the Grasshopper preview object and the GL Mesh Shader display. Often but seemingly not always, the rendering “depth zone” of the GL object is clipped front and back by the limits of other object on the canvas. Both Rhino and Grasshopper geometry.

My workaround has been to place points at extents, minimal geometry, but not ideal.

The RAM filling behavior is not related to the editor, but to removing connections of mesh objects to GL Mesh Shaders. I have not found the exact mechanism yet. Likely related is the fact that if you connect a Mesh and GL Mesh Shader render it, then disconnect the mesh, the mesh remains displayed in GL.

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