{"action":"closed","issue":{"url":"https://api.github.com/repos/prusa3d/Slic3r/issues/2142","repository_url":"https://api.github.com/repos/prusa3d/Slic3r","labels_url":"https://api.github.com/repos/prusa3d/Slic3r/issues/2142/labels{/name}","comments_url":"https://api.github.com/repos/prusa3d/Slic3r/issues/2142/comments","events_url":"https://api.github.com/repos/prusa3d/Slic3r/issues/2142/events","html_url":"https://github.com/prusa3d/Slic3r/issues/2142","id":434986543,"node_id":"MDU6SXNzdWU0MzQ5ODY1NDM=","number":2142,"title":"slic3r won't start on second monitor","user":{"login":"gnydick","id":283588,"node_id":"MDQ6VXNlcjI4MzU4OA==","avatar_url":"https://avatars2.githubusercontent.com/u/283588?v=4","gravatar_id":"","url":"https://api.github.com/users/gnydick","html_url":"https://github.com/gnydick","followers_url":"https://api.github.com/users/gnydick/followers","following_url":"https://api.github.com/users/gnydick/following{/other_user}","gists_url":"https://api.github.com/users/gnydick/gists{/gist_id}","starred_url":"https://api.github.com/users/gnydick/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/gnydick/subscriptions","organizations_url":"https://api.github.com/users/gnydick/orgs","repos_url":"https://api.github.com/users/gnydick/repos","events_url":"https://api.github.com/users/gnydick/events{/privacy}","received_events_url":"https://api.github.com/users/gnydick/received_events","type":"User","site_admin":false},"labels":[{"id":501339556,"node_id":"MDU6TGFiZWw1MDEzMzk1NTY=","url":"https://api.github.com/repos/prusa3d/Slic3r/labels/awaiting%20response","name":"awaiting response","color":"fbca04","default":false}],"state":"closed","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":9,"created_at":"2019-04-18T22:40:41Z","updated_at":"2019-05-04T16:16:23Z","closed_at":"2019-05-04T16:16:23Z","author_association":"NONE","body":"### Version\r\n1.41.3+win64\r\n\r\n\r\n### Operating system type + version\r\nWindows 10 Pro x64 Version 1809 (OS Build 17763.437)\r\n```\r\nSlic3r Prusa Edition\r\nVersion: 1.41.3+win64\r\nBuild:   Slic3rPE-1.41.3+win64-full-201902111723\r\nOperating System:    MSWin32\r\nSystem Architecture: MSWin32-x64-multi-thread\r\nWindows Version: \r\nMicrosoft Windows [Version 10.0.17763.437]\r\n\r\nSummary of my perl5 (revision 5 version 24 subversion 0) configuration:\r\n   \r\n  Platform:\r\n    osname=MSWin32, osvers=10.0, archname=MSWin32-x64-multi-thread\r\n    uname=''\r\n    config_args='undef'\r\n    hint=recommended, useposix=true, d_sigaction=undef\r\n    useithreads=define, usemultiplicity=define\r\n    use64bitint=define, use64bitall=undef, uselongdouble=undef\r\n    usemymalloc=n, bincompat5005=undef\r\n  Compiler:\r\n    cc='cl', ccflags ='-nologo -GF -W3 -O1 -MD -Zi -DNDEBUG -GL -fp:precise -DWIN32 -D_CONSOLE -DNO_STRICT -DWIN64 -DCONSERVATIVE -D_CRT_SECURE_NO_DEPRECATE -D_CRT_NONSTDC_NO_DEPRECATE  -DPERL_TEXTMODE_SCRIPTS -DPERL_IMPLICIT_CONTEXT -DPERL_IMPLICIT_SYS -DWIN32_NO_REGISTRY',\r\n    optimize='-O1 -MD -Zi -DNDEBUG -GL -fp:precise',\r\n    cppflags='-DWIN32'\r\n    ccversion='18.00.40629', gccversion='', gccosandvers=''\r\n    intsize=4, longsize=4, ptrsize=8, doublesize=8, byteorder=12345678, doublekind=3\r\n    d_longlong=undef, longlongsize=8, d_longdbl=define, longdblsize=8, longdblkind=0\r\n    ivtype='__int64', ivsize=8, nvtype='double', nvsize=8, Off_t='__int64', lseeksize=8\r\n    alignbytes=8, prototype=define\r\n  Linker and Libraries:\r\n    ld='link', ldflags ='-nologo -nodefaultlib -debug -opt:ref,icf -ltcg  -libpath:\"c:\\wperl64\\lib\\CORE\"  -machine:AMD64 -subsystem:console,\"5.02\"'\r\n    libpth=\\lib\r\n    libs=oldnames.lib kernel32.lib user32.lib gdi32.lib winspool.lib  comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib  netapi32.lib uuid.lib ws2_32.lib mpr.lib winmm.lib  version.lib odbc32.lib odbccp32.lib comctl32.lib msvcrt.lib\r\n    perllibs=oldnames.lib kernel32.lib user32.lib gdi32.lib winspool.lib  comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib  netapi32.lib uuid.lib ws2_32.lib mpr.lib winmm.lib  version.lib odbc32.lib odbccp32.lib comctl32.lib msvcrt.lib\r\n    libc=msvcrt.lib, so=dll, useshrplib=true, libperl=perl524.lib\r\n    gnulibc_version=''\r\n  Dynamic Linking:\r\n    dlsrc=dl_win32.xs, dlext=dll, d_dlsymun=undef, ccdlflags=' '\r\n    cccdlflags=' ', lddlflags='-dll -nologo -nodefaultlib -debug -opt:ref,icf -ltcg  -libpath:\"c:\\wperl64\\lib\\CORE\"  -machine:AMD64 -subsystem:console,\"5.02\"'\r\n\r\n  @INC:\r\n    C:\\PROGRA~1\\Prusa3D\\Slic3rPE\\local-lib\\lib\\perl5\\5.24.0\\MSWin32-x64-multi-thread\r\n    C:\\PROGRA~1\\Prusa3D\\Slic3rPE\\local-lib\\lib\\perl5\\5.24.0\r\n    C:\\PROGRA~1\\Prusa3D\\Slic3rPE\\local-lib\\lib\\perl5\\MSWin32-x64-multi-thread\r\n    C:\\PROGRA~1\\Prusa3D\\Slic3rPE\\local-lib\\lib\\perl5\r\n    C:/PROGRA~1/Prusa3D/Slic3rPE/lib\r\n    C:/Program Files/Prusa3D/Slic3rPE/lib\r\n    .\r\nOpenGL installation\r\nGL version:   4.6.0 NVIDIA 419.67\r\nVendor:       NVIDIA Corporation\r\nRenderer:     GeForce RTX 2080 Ti/PCIe/SSE2\r\nGLSL version: 4.60 NVIDIA\r\nInstalled extensions:\r\n\r\nGL_AMD_multi_draw_indirect\r\nGL_AMD_seamless_cubemap_per_texture\r\nGL_AMD_vertex_shader_layer\r\nGL_AMD_vertex_shader_viewport_index\r\nGL_ARB_ES2_compatibility\r\nGL_ARB_ES3_1_compatibility\r\nGL_ARB_ES3_2_compatibility\r\nGL_ARB_ES3_compatibility\r\nGL_ARB_arrays_of_arrays\r\nGL_ARB_base_instance\r\nGL_ARB_bindless_texture\r\nGL_ARB_blend_func_extended\r\nGL_ARB_buffer_storage\r\nGL_ARB_clear_buffer_object\r\nGL_ARB_clear_texture\r\nGL_ARB_clip_control\r\nGL_ARB_color_buffer_float\r\nGL_ARB_compatibility\r\nGL_ARB_compressed_texture_pixel_storage\r\nGL_ARB_compute_shader\r\nGL_ARB_compute_variable_group_size\r\nGL_ARB_conditional_render_inverted\r\nGL_ARB_conservative_depth\r\nGL_ARB_copy_buffer\r\nGL_ARB_copy_image\r\nGL_ARB_cull_distance\r\nGL_ARB_debug_output\r\nGL_ARB_depth_buffer_float\r\nGL_ARB_depth_clamp\r\nGL_ARB_depth_texture\r\nGL_ARB_derivative_control\r\nGL_ARB_direct_state_access\r\nGL_ARB_draw_buffers\r\nGL_ARB_draw_buffers_blend\r\nGL_ARB_draw_elements_base_vertex\r\nGL_ARB_draw_indirect\r\nGL_ARB_draw_instanced\r\nGL_ARB_enhanced_layouts\r\nGL_ARB_explicit_attrib_location\r\nGL_ARB_explicit_uniform_location\r\nGL_ARB_fragment_coord_conventions\r\nGL_ARB_fragment_layer_viewport\r\nGL_ARB_fragment_program\r\nGL_ARB_fragment_program_shadow\r\nGL_ARB_fragment_shader\r\nGL_ARB_fragment_shader_interlock\r\nGL_ARB_framebuffer_no_attachments\r\nGL_ARB_framebuffer_object\r\nGL_ARB_framebuffer_sRGB\r\nGL_ARB_geometry_shader4\r\nGL_ARB_get_program_binary\r\nGL_ARB_get_texture_sub_image\r\nGL_ARB_gl_spirv\r\nGL_ARB_gpu_shader5\r\nGL_ARB_gpu_shader_fp64\r\nGL_ARB_gpu_shader_int64\r\nGL_ARB_half_float_pixel\r\nGL_ARB_half_float_vertex\r\nGL_ARB_imaging\r\nGL_ARB_indirect_parameters\r\nGL_ARB_instanced_arrays\r\nGL_ARB_internalformat_query\r\nGL_ARB_internalformat_query2\r\nGL_ARB_invalidate_subdata\r\nGL_ARB_map_buffer_alignment\r\nGL_ARB_map_buffer_range\r\nGL_ARB_multi_bind\r\nGL_ARB_multi_draw_indirect\r\nGL_ARB_multisample\r\nGL_ARB_multitexture\r\nGL_ARB_occlusion_query\r\nGL_ARB_occlusion_query2\r\nGL_ARB_parallel_shader_compile\r\nGL_ARB_pipeline_statistics_query\r\nGL_ARB_pixel_buffer_object\r\nGL_ARB_point_parameters\r\nGL_ARB_point_sprite\r\nGL_ARB_polygon_offset_clamp\r\nGL_ARB_post_depth_coverage\r\nGL_ARB_program_interface_query\r\nGL_ARB_provoking_vertex\r\nGL_ARB_query_buffer_object\r\nGL_ARB_robust_buffer_access_behavior\r\nGL_ARB_robustness\r\nGL_ARB_sample_locations\r\nGL_ARB_sample_shading\r\nGL_ARB_sampler_objects\r\nGL_ARB_seamless_cube_map\r\nGL_ARB_seamless_cubemap_per_texture\r\nGL_ARB_separate_shader_objects\r\nGL_ARB_shader_atomic_counter_ops\r\nGL_ARB_shader_atomic_counters\r\nGL_ARB_shader_ballot\r\nGL_ARB_shader_bit_encoding\r\nGL_ARB_shader_clock\r\nGL_ARB_shader_draw_parameters\r\nGL_ARB_shader_group_vote\r\nGL_ARB_shader_image_load_store\r\nGL_ARB_shader_image_size\r\nGL_ARB_shader_objects\r\nGL_ARB_shader_precision\r\nGL_ARB_shader_storage_buffer_object\r\nGL_ARB_shader_subroutine\r\nGL_ARB_shader_texture_image_samples\r\nGL_ARB_shader_texture_lod\r\nGL_ARB_shader_viewport_layer_array\r\nGL_ARB_shading_language_100\r\nGL_ARB_shading_language_420pack\r\nGL_ARB_shading_language_include\r\nGL_ARB_shading_language_packing\r\nGL_ARB_shadow\r\nGL_ARB_sparse_buffer\r\nGL_ARB_sparse_texture\r\nGL_ARB_sparse_texture2\r\nGL_ARB_sparse_texture_clamp\r\nGL_ARB_spirv_extensions\r\nGL_ARB_stencil_texturing\r\nGL_ARB_sync\r\nGL_ARB_tessellation_shader\r\nGL_ARB_texture_barrier\r\nGL_ARB_texture_border_clamp\r\nGL_ARB_texture_buffer_object\r\nGL_ARB_texture_buffer_object_rgb32\r\nGL_ARB_texture_buffer_range\r\nGL_ARB_texture_compression\r\nGL_ARB_texture_compression_bptc\r\nGL_ARB_texture_compression_rgtc\r\nGL_ARB_texture_cube_map\r\nGL_ARB_texture_cube_map_array\r\nGL_ARB_texture_env_add\r\nGL_ARB_texture_env_combine\r\nGL_ARB_texture_env_crossbar\r\nGL_ARB_texture_env_dot3\r\nGL_ARB_texture_filter_anisotropic\r\nGL_ARB_texture_filter_minmax\r\nGL_ARB_texture_float\r\nGL_ARB_texture_gather\r\nGL_ARB_texture_mirror_clamp_to_edge\r\nGL_ARB_texture_mirrored_repeat\r\nGL_ARB_texture_multisample\r\nGL_ARB_texture_non_power_of_two\r\nGL_ARB_texture_query_levels\r\nGL_ARB_texture_query_lod\r\nGL_ARB_texture_rectangle\r\nGL_ARB_texture_rg\r\nGL_ARB_texture_rgb10_a2ui\r\nGL_ARB_texture_stencil8\r\nGL_ARB_texture_storage\r\nGL_ARB_texture_storage_multisample\r\nGL_ARB_texture_swizzle\r\nGL_ARB_texture_view\r\nGL_ARB_timer_query\r\nGL_ARB_transform_feedback2\r\nGL_ARB_transform_feedback3\r\nGL_ARB_transform_feedback_instanced\r\nGL_ARB_transform_feedback_overflow_query\r\nGL_ARB_transpose_matrix\r\nGL_ARB_uniform_buffer_object\r\nGL_ARB_vertex_array_bgra\r\nGL_ARB_vertex_array_object\r\nGL_ARB_vertex_attrib_64bit\r\nGL_ARB_vertex_attrib_binding\r\nGL_ARB_vertex_buffer_object\r\nGL_ARB_vertex_program\r\nGL_ARB_vertex_shader\r\nGL_ARB_vertex_type_10f_11f_11f_rev\r\nGL_ARB_vertex_type_2_10_10_10_rev\r\nGL_ARB_viewport_array\r\nGL_ARB_window_pos\r\nGL_ATI_draw_buffers\r\nGL_ATI_texture_float\r\nGL_ATI_texture_mirror_once\r\nGL_EXTX_framebuffer_mixed_formats\r\nGL_EXT_Cg_shader\r\nGL_EXT_abgr\r\nGL_EXT_bgra\r\nGL_EXT_bindable_uniform\r\nGL_EXT_blend_color\r\nGL_EXT_blend_equation_separate\r\nGL_EXT_blend_func_separate\r\nGL_EXT_blend_minmax\r\nGL_EXT_blend_subtract\r\nGL_EXT_compiled_vertex_array\r\nGL_EXT_depth_bounds_test\r\nGL_EXT_direct_state_access\r\nGL_EXT_draw_buffers2\r\nGL_EXT_draw_instanced\r\nGL_EXT_draw_range_elements\r\nGL_EXT_fog_coord\r\nGL_EXT_framebuffer_blit\r\nGL_EXT_framebuffer_multisample\r\nGL_EXT_framebuffer_multisample_blit_scaled\r\nGL_EXT_framebuffer_object\r\nGL_EXT_framebuffer_sRGB\r\nGL_EXT_geometry_shader4\r\nGL_EXT_gpu_program_parameters\r\nGL_EXT_gpu_shader4\r\nGL_EXT_import_sync_object\r\nGL_EXT_memory_object\r\nGL_EXT_memory_object_win32\r\nGL_EXT_multi_draw_arrays\r\nGL_EXT_packed_depth_stencil\r\nGL_EXT_packed_float\r\nGL_EXT_packed_pixels\r\nGL_EXT_pixel_buffer_object\r\nGL_EXT_point_parameters\r\nGL_EXT_polygon_offset_clamp\r\nGL_EXT_post_depth_coverage\r\nGL_EXT_provoking_vertex\r\nGL_EXT_raster_multisample\r\nGL_EXT_rescale_normal\r\nGL_EXT_secondary_color\r\nGL_EXT_semaphore\r\nGL_EXT_semaphore_win32\r\nGL_EXT_separate_shader_objects\r\nGL_EXT_separate_specular_color\r\nGL_EXT_shader_image_load_formatted\r\nGL_EXT_shader_image_load_store\r\nGL_EXT_shader_integer_mix\r\nGL_EXT_shadow_funcs\r\nGL_EXT_sparse_texture2\r\nGL_EXT_stencil_two_side\r\nGL_EXT_stencil_wrap\r\nGL_EXT_texture3D\r\nGL_EXT_texture_array\r\nGL_EXT_texture_buffer_object\r\nGL_EXT_texture_compression_dxt1\r\nGL_EXT_texture_compression_latc\r\nGL_EXT_texture_compression_rgtc\r\nGL_EXT_texture_compression_s3tc\r\nGL_EXT_texture_cube_map\r\nGL_EXT_texture_edge_clamp\r\nGL_EXT_texture_env_add\r\nGL_EXT_texture_env_combine\r\nGL_EXT_texture_env_dot3\r\nGL_EXT_texture_filter_anisotropic\r\nGL_EXT_texture_filter_minmax\r\nGL_EXT_texture_integer\r\nGL_EXT_texture_lod\r\nGL_EXT_texture_lod_bias\r\nGL_EXT_texture_mirror_clamp\r\nGL_EXT_texture_object\r\nGL_EXT_texture_sRGB\r\nGL_EXT_texture_sRGB_R8\r\nGL_EXT_texture_sRGB_decode\r\nGL_EXT_texture_shared_exponent\r\nGL_EXT_texture_storage\r\nGL_EXT_texture_swizzle\r\nGL_EXT_timer_query\r\nGL_EXT_transform_feedback2\r\nGL_EXT_vertex_array\r\nGL_EXT_vertex_array_bgra\r\nGL_EXT_vertex_attrib_64bit\r\nGL_EXT_win32_keyed_mutex\r\nGL_EXT_window_rectangles\r\nGL_IBM_rasterpos_clip\r\nGL_IBM_texture_mirrored_repeat\r\nGL_KHR_blend_equation_advanced\r\nGL_KHR_blend_equation_advanced_coherent\r\nGL_KHR_context_flush_control\r\nGL_KHR_debug\r\nGL_KHR_no_error\r\nGL_KHR_parallel_shader_compile\r\nGL_KHR_robust_buffer_access_behavior\r\nGL_KHR_robustness\r\nGL_KTX_buffer_region\r\nGL_NVX_blend_equation_advanced_multi_draw_buffers\r\nGL_NVX_conditional_render\r\nGL_NVX_gpu_memory_info\r\nGL_NVX_multigpu_info\r\nGL_NVX_nvenc_interop\r\nGL_NV_ES1_1_compatibility\r\nGL_NV_ES3_1_compatibility\r\nGL_NV_alpha_to_coverage_dither_control\r\nGL_NV_bindless_multi_draw_indirect\r\nGL_NV_bindless_multi_draw_indirect_count\r\nGL_NV_bindless_texture\r\nGL_NV_blend_equation_advanced\r\nGL_NV_blend_equation_advanced_coherent\r\nGL_NV_blend_minmax_factor\r\nGL_NV_blend_square\r\nGL_NV_clip_space_w_scaling\r\nGL_NV_command_list\r\nGL_NV_compute_program5\r\nGL_NV_compute_shader_derivatives\r\nGL_NV_conditional_render\r\nGL_NV_conservative_raster\r\nGL_NV_conservative_raster_dilate\r\nGL_NV_conservative_raster_pre_snap\r\nGL_NV_conservative_raster_pre_snap_triangles\r\nGL_NV_conservative_raster_underestimation\r\nGL_NV_copy_depth_to_color\r\nGL_NV_copy_image\r\nGL_NV_depth_buffer_float\r\nGL_NV_depth_clamp\r\nGL_NV_draw_texture\r\nGL_NV_draw_vulkan_image\r\nGL_NV_explicit_multisample\r\nGL_NV_feature_query\r\nGL_NV_fence\r\nGL_NV_fill_rectangle\r\nGL_NV_float_buffer\r\nGL_NV_fog_distance\r\nGL_NV_fragment_coverage_to_color\r\nGL_NV_fragment_program\r\nGL_NV_fragment_program2\r\nGL_NV_fragment_program_option\r\nGL_NV_fragment_shader_barycentric\r\nGL_NV_fragment_shader_interlock\r\nGL_NV_framebuffer_mixed_samples\r\nGL_NV_framebuffer_multisample_coverage\r\nGL_NV_geometry_shader4\r\nGL_NV_geometry_shader_passthrough\r\nGL_NV_gpu_program4\r\nGL_NV_gpu_program4_1\r\nGL_NV_gpu_program5\r\nGL_NV_gpu_program5_mem_extended\r\nGL_NV_gpu_program_fp64\r\nGL_NV_gpu_shader5\r\nGL_NV_half_float\r\nGL_NV_internalformat_sample_query\r\nGL_NV_light_max_exponent\r\nGL_NV_memory_attachment\r\nGL_NV_mesh_shader\r\nGL_NV_multisample_coverage\r\nGL_NV_multisample_filter_hint\r\nGL_NV_occlusion_query\r\nGL_NV_packed_depth_stencil\r\nGL_NV_parameter_buffer_object\r\nGL_NV_parameter_buffer_object2\r\nGL_NV_path_rendering\r\nGL_NV_path_rendering_shared_edge\r\nGL_NV_pixel_data_range\r\nGL_NV_point_sprite\r\nGL_NV_primitive_restart\r\nGL_NV_query_resource\r\nGL_NV_query_resource_tag\r\nGL_NV_register_combiners\r\nGL_NV_register_combiners2\r\nGL_NV_representative_fragment_test\r\nGL_NV_sample_locations\r\nGL_NV_sample_mask_override_coverage\r\nGL_NV_scissor_exclusive\r\nGL_NV_shader_atomic_counters\r\nGL_NV_shader_atomic_float\r\nGL_NV_shader_atomic_float64\r\nGL_NV_shader_atomic_fp16_vector\r\nGL_NV_shader_atomic_int64\r\nGL_NV_shader_buffer_load\r\nGL_NV_shader_storage_buffer_object\r\nGL_NV_shader_texture_footprint\r\nGL_NV_shader_thread_group\r\nGL_NV_shader_thread_shuffle\r\nGL_NV_shading_rate_image\r\nGL_NV_stereo_view_rendering\r\nGL_NV_texgen_reflection\r\nGL_NV_texture_barrier\r\nGL_NV_texture_compression_vtc\r\nGL_NV_texture_env_combine4\r\nGL_NV_texture_multisample\r\nGL_NV_texture_rectangle\r\nGL_NV_texture_rectangle_compressed\r\nGL_NV_texture_shader\r\nGL_NV_texture_shader2\r\nGL_NV_texture_shader3\r\nGL_NV_transform_feedback\r\nGL_NV_transform_feedback2\r\nGL_NV_uniform_buffer_unified_memory\r\nGL_NV_vertex_array_range\r\nGL_NV_vertex_array_range2\r\nGL_NV_vertex_attrib_integer_64bit\r\nGL_NV_vertex_buffer_unified_memory\r\nGL_NV_vertex_program\r\nGL_NV_vertex_program1_1\r\nGL_NV_vertex_program2\r\nGL_NV_vertex_program2_option\r\nGL_NV_vertex_program3\r\nGL_NV_viewport_array2\r\nGL_NV_viewport_swizzle\r\nGL_OVR_multiview\r\nGL_OVR_multiview2\r\nGL_S3_s3tc\r\nGL_SGIS_generate_mipmap\r\nGL_SGIS_texture_lod\r\nGL_SGIX_depth_texture\r\nGL_SGIX_shadow\r\nGL_SUN_slice_accum\r\nGL_WIN_swap_hint\r\nWGL_EXT_swap_control\r\n```\r\n\r\n### 3D printer brand / version + firmware version (if known)\r\nN/A\r\n\r\n### Behavior\r\nIf I have Fusion 360 running and start slic3r it just hangs after opening the window, but not showing any contents, just a white background. My guess is it's an opengl thing.\r\n\r\n_Is this a new feature request?_\r\nNo\r\n\r\n#### Project File (.3MF) where problem occurs\r\nN/A"}}
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