[Linux/OpenGL3] Rendering glitch of volumes' wireframe

Hello,

i have experienced a weird rendering glitch in the UE4Editor. In the image below you can see a sort of hall of mirror effect of two volumes’ wireframes while moving the camera. It does not matter if the volumes are currently selected or not. If an object behind the wireframe is selected, for example the skydome in the background, that part of the frame will be rendered correctly until i move the camera again. When i play the level in the viewport everything is fine, but this is most likely because the volumes are hidden and since i’m not familiar with UE4 at all (i used UE2 for several years) i don’t know how to make them visible in-game.
The log from the terminal while starting the editor can be found here: UE4Editor Log - Pastebin.com

Here are some additional side notes:

  • My operating system is Xubuntu 16.04.1, Linux Kernel 4.10.0, 64 bit
  • I have to start the editor with the paramter “-opengl3” since my notebook does not support OpenGL4 and thus cannot start without it
  • In the screenshot i used the default “Third person template”, but i’m sure this is not the cause of the glitch.
  • Disabling my opengl-based desktop compositor “compton” did not help.
  • I have disabled all post-processing effects, but that didn’t help either

What GPU and what driver do you use? Can you somehow check if this can be reproduced in other system?

It’s an “Intel HD Graphics 3000” inside an “Intel Core i5-2520M” (i use a Lenovo Thinkpad X220). The driver module is the stock i965-va-driver:amd64 package which comes with Xubuntu 16.04. The package manger says version 1.7.0-1 of the package is currently installed.

I have connected my hard disk from my notebook to my desktop pc with an OpenGL 4.5 capable gpu (AMD RX 480), so i can test the exact same build of the UE4edtor. I ran it with and without the -opengl3 parameter. Both times the editor had no visible glitches.

Tomorow i will try different versions of (x)ubuntu, maybe the current intel gpu driver is at fault.