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Issue Details (XML | Word | Printable)

Key: VWR-11419
Type: Bug Bug
Status: Resolved Resolved
Resolution: Fixed
Priority: Normal Normal
Assignee: WorkingOnIt Linden
Reporter: dan linden
Votes: 6
Watchers: 7
Operations

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1. Second Life Viewer - VWR

Textures reload perpetually

Created: 06/Jan/09 06:12 PM   Updated: 03/Aug/09 09:31 AM
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Component/s: Graphics
Affects Version/s: 1.21
Fix Version/s: 1.22 Release Candidate

File Attachments: 1. File texture2.bmp (64 kB)

Image Attachments:

1. (Heart 1) VWR-11419.png
(1.86 MB)

2. (Vanes) VWR-11419.png
(1.13 MB)

3. screenshot-1.jpg
(24 kB)

4. screenshot-2.jpg
(127 kB)

5. screenshot-3.jpg
(128 kB)

6. screenshot-4.jpg
(157 kB)

7. Snapshot_014.png
(1.59 MB)

8. texture.jpg
(452 kB)
Issue Links:
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Relates

Linden Lab Issue ID: DEV-25723
Linden Lab Internal Branch: viewer_1-22


 Description  « Hide
Repro:
  • Install 1.21.6 SL
  • Delete (or rename) your SecondLife settings folder which contains your cache, settings, etc.
  • Start SL
  • Set your Texture Memory to 128 MB (this bug also repros at higher memory settings, but takes longer)
  • Set your draw distance to 256 meters
  • Set your bandwidth to maximum.
  • Log into SL
  • Open your texture console and watch GL Tot. We want to fill up GL Tot, something like 145/168.
  • Fly around an area dense with textures until GL Tot is full, then stop.

Observe: Your Texture Console will show textures loading perpetually.
In my case, all the textures have DecodePri 904256. The leading 9 indicates these are sculpty textures.

Expected: Texture loading should stabilize and finish.

I'm very interested to hear any repros similar to this where the textures that are reloaded do not have DecodePri starting with a 9.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Maggie Darwin added a comment - 07/Jan/09 05:00 AM
Interesting. This certainly could create a situation where near textures are not loaded and distant textures are, giving the "loaded out of order" symptom/

Catten Carter added a comment - 07/Jan/09 11:02 AM - edited
No repro - just noticed this happening - harddrive keeps flashing and statistics keep indicating a download for 20 min straight and ongoing.

Cache set to 1gb, video memory set to 128mb. I haven't noticed this before, but then I usually don't stay this long in one place (luckychair with item I wanted, and I noticed on my bandwidth that I continued to download).

Second Life 1.22.4 (106127) Dec 16 2008 12:22:22 (Second Life Release Candidate)
Release Notes

You are at 277798.3, 332094.9, 23.2 in Raglan Shire located at sim4822.agni.lindenlab.com (63.210.159.218:12035)
Second Life Server 1.24.10.106829
Release Notes

CPU: Intel Core Series Processor (2000 MHz)
Memory: 2047 MB
OS Version: Microsoft Windows XP Service Pack 3 (Build 2600)
Graphics Card Vendor: ATI Technologies Inc.
Graphics Card: ATI Mobility Radeon X1600 (Omega 3.8.442)
OpenGL Version: 2.1.7169 Release

libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3
J2C Decoder Version: KDU
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.20853 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 353/319787 (0.1%)


dan linden added a comment - 07/Jan/09 11:36 AM
Catten saw a couple textures, cfbdd63 and 67f16a6, with DecodePri 1016000.
What kind of texture is 1016000?
Can I track down these textures and determine why they are reloading?

Catten Carter added a comment - 07/Jan/09 11:38 AM
Added a picture of the two non sculpties that kept loading, in case I got the uuid's wrong

dan linden added a comment - 08/Jan/09 09:32 AM
DecodePri 1016000 is an "image preview", when you open a texture from inventory or from the edit tool, like http://jira.secondlife.com/secure/attachment/20141/textureconsole.png

Catten Carter added a comment - 08/Jan/09 09:47 AM
After clearing cache and returning the next day, same thing happens at the same place. There are a few new ones it seems though

Catten Carter added a comment - 08/Jan/09 10:26 AM
Tp'ed to 4 sims - let them all load (takes a LONG time) and this happened to two of them. Random places with lots of textures. Also noticed small textures that either didn't load or took forever to do so, but I guess thats a different issue.

dan linden added a comment - 08/Jan/09 12:29 PM - edited
Texture priorities table:
BOOST_AVATAR_BAKED = 1,
BOOST_AVATAR = 2,
BOOST_CLOUDS = 3,
BOOST_SCULPTED = 4,
BOOST_HIGH = 10,
BOOST_TERRAIN = 11, // has to be high priority for minimap / low detail
BOOST_SELECTED = 12,
BOOST_HUD = 13,
BOOST_AVATAR_BAKED_SELF = 14,
BOOST_UI = 15,
BOOST_PREVIEW = 16,
BOOST_MAP = 17,
BOOST_MAP_LAYER = 18,
BOOST_AVATAR_SELF = 19, // needed for baking avatar
The boost level is multiplied by 1000 and added to the priority.

You can determine what type of image is being loaded by looking at the 4th/5th digits from the right in DecodePri. 9xxxxx isn't necessarily sculpties, but xx4xxx are, although we use 9xxxxx mostly for sculpties, so you will generally see 9x4xxx. The 1xxxxxx indicates >= BOOST_HIGH

The textures at the top of http://jira.secondlife.com/secure/attachment/21346/screenshot-3.jpg are DecodePri 1012000. The '12' indicates the textures are BOOST_SELECTED. Why are these textures still listed here after they've fully downloaded (the blue [download] bar is full and (Dis) is 0 ) ?


dan linden added a comment - 09/Jan/09 12:31 PM
This repro's quite easily with the example Catten stated above.

Repro:
1) Set your Texture Memory to 128 MB
2) Set your Draw Distance to 256m
3) Go to http://slurl.com/secondlife/Raglan%20Shire/36/66/24 , face South.
4) Watch your Texture Console.

Observe: Many of the textures will reload perpetually.

Workaround: Set your Texture Memory to 256 MB, and all textures will finish loading after a minute or 2.


simon kline added a comment - 17/Jan/09 01:16 PM - edited
This appears to be fixed for me in Second Life 1.22.6 (108101) as Dan mentioned it does take a minute or 2 for it to settle down tho

Unfortunately the lucky chair located there didn't come up with my letter tho


Yann Dufaux added a comment - 19/Jan/09 05:53 AM - edited
After clear the cache, and login again, I thought out that it could take a good 3 to 4 minutes of loading all depends on the connection. On the region Heart 1, it took ~ 8 to 10 minutes in 256mb of draw distance.

===

Second Life 1.22.6 (108101) Jan 16 2009 12:29:16 (Second Life Public Nightly)
Notes de version

Votre position : 271740.0, 253052.6, 43.4 in Heart 1 located at sim2609.agni.lindenlab.com (216.82.18.106:13000)
Second Life Server 1.24.10.106829
Notes de version

CPU: Intel Core 2 Series Processor (2304 MHz)
Memory: 2048 MB
OS Version: Microsoft Windows XP Service Pack 3 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8600 GT/PCI/SSE2
OpenGL Version: 2.1.2

libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3
J2C Decoder Version: KDU
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.21135 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 0/119740 (0.0%)

===

Its fixed, but it takes some time to download Thank you!


Ourasi Ferraris added a comment - 19/Jan/09 10:26 AM
It's fixed but long time (7 min) to load all the textures .

=====
Second Life 1.22.6 (108101) Jan 16 2009 12:29:16 (Second Life Public Nightly)
Notes de version

Votre position : 277795.9, 332097.9, 23.6 in Raglan Shire located at sim4150.agni.lindenlab.com (63.210.157.54:12035)
Second Life Server 1.24.10.106829
Notes de version

CPU: AMD (Unknown model) (2693 MHz)
Memory: 2048 MB
OS Version: Microsoft Windows XP Service Pack 3 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 9600 GT/PCI/SSE2/3DNOW!
OpenGL Version: 2.1.2

libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3
J2C Decoder Version: KDU
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.21140 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 399/69430 (0.6%)

=====


dan linden added a comment - 21/Jan/09 04:34 PM
The cause of this appears to be an increased priority of sculptie textures in 1.21.

Moon Metty added a comment - 23/Jan/09 05:24 AM
Here's another way to make a texture load perpetually.

-Rez a box and add this script:

// cycle through all XY10 textures
integer pointer;
list xy_keys = [
        "00e9f9f7-0669-181c-c192-7f8e67678c8d",
        "347a5cb6-0031-7ec0-2fcf-f298eebf3c0e",
        "4e7e689e-37f1-9eca-8596-a958bbd23963",
        "19ea9c21-67ba-8f6f-99db-573b1b877eb1",
        "dde7b412-cda1-652f-6fc2-73f4641f96e1",
        "af6fa3bb-3a6c-9c4f-4bf5-d1c126c830da",
        "a201d3a2-364b-43b6-8686-5881c0f82a94",
        "b674dec8-fead-99e5-c28d-2db8e4c51540",
        "366e05f3-be6b-e5cf-c33b-731dff649caa",
        "75c4925c-0427-dc0c-c71c-e28674ff4d27",
        "dcbe166b-6a97-efb2-fc8e-e5bc6a8b1be6",
        "0dca2feb-fc66-a762-db85-89026a4ecd68",
        "a0fca76f-503a-946b-9336-0a918e886f7a",
        "67fb375d-89a1-5a4f-8c7a-0cd1c066ffc4",
        "300470b2-da34-5470-074c-1b8464ca050c",
        "d1f8e91c-ce2b-d85e-2120-930d3b630946",
        "2a190e44-7b29-dadb-0bff-c31adaf5a170",
        "75d55e71-f6f8-9835-e746-a45f189f30a1",
        "300fac33-2b30-3da3-26bc-e2d70428ec19",
        "0747c776-011a-53ce-13ee-8b5bb9e87c1e",
        "85a855c3-a94f-01ca-33e0-7dde92e727e2",
        "cbc1dab2-2d61-2986-1949-7a5235c954e1",
        "f7aef047-f266-9596-16df-641010edd8e1",
        "4c34ebf7-e5e1-2e1a-579f-e224d9d5e71b",
        "4a69e98c-26a5-ad05-e92e-b5b906ad9ef9",
        "462a9226-2a97-91ac-2d89-57ab33334b78",
        "20b24b3a-8c57-82ee-c6ed-555003f5dbcd",
        "9b481daa-9ea8-a9fa-1ee4-ab9a0d38e217",
        "c231dbdc-c842-15b0-7aa6-6da14745cfdc",
        "c97e3cbb-c9a3-45df-a0ae-955c1f4bf9cf",
        "f1e7d030-ff80-a242-cb69-f6951d4eae3b",
        "ed32d6c4-d733-c0f1-f242-6df1d222220d",
        "88f96a30-dccf-9b20-31ef-da0dfeb23c72",
        "252f2595-58b8-4bcc-6515-fa274d0cfb65",
        "f2838c4f-de80-cced-dff8-195dfdf36b2c",
        "cc2594fe-add2-a3df-cdb3-a61711badf53",
        "e0ce2972-da00-955c-129e-3289b3676776",
        "3e0d336d-321f-ddfa-5c1b-e26131766f6a",
        "d43b1dc4-6b51-76a7-8b90-38865b82bf06",
        "06d16cbb-1868-fd1d-5c93-eae42164a37d",
        "dd5d98cf-273e-3fd0-f030-48be58ee3a0b",
        "0e47c89e-de4a-6233-a2da-cb852aad1b00",
        "fb9c4a55-0e13-495b-25c4-f0b459dc06de",
        "e3ce8def-312c-735b-0e48-018b6799c883",
        "2f713216-4e71-d123-03ed-9c8554710c6b",
        "4a417d8a-1f4f-404b-9783-6672f8527911",
        "ca5e21ec-5b20-5909-4c31-3f90d7316b33",
        "06a4fcc3-e1c4-296d-8817-01f88fbd7367",
        "130ac084-6f3c-95de-b5b6-d25c80703474",
        "59d540a0-ae9d-3606-5ae0-4f2842b64cfa",
        "8612ae9a-f53c-5bf4-2899-8174d7abc4fd",
        "12467401-e979-2c49-34e0-6ac761542797",
        "d53c3eaa-0404-3860-0675-3e375596c3e3",
        "9f5b26bd-81d3-b25e-62fe-5b671d1e3e79",
        "f57f0b64-a050-d617-ee00-c8e9e3adc9cb",
        "beff166a-f5f3-f05e-e020-98f2b00e27ed",
        "02278a65-94ba-6d5e-0d2b-93f2e4f4bf70",
        "a707197d-449e-5b58-846c-0c850c61f9d6",
        "021d4b1a-9503-a44f-ee2b-976eb5d80e68",
        "0ae2ffae-7265-524d-cb76-c2b691992706",
        "f6e41cf2-1104-bd0b-0190-dffad1bac813",
        "2b4bb15e-956d-56ae-69f5-d26a20de0ce7",
        "f816da2c-51f1-612a-2029-a542db7db882",
        "345fea05-c7be-465c-409f-9dcb3bd2aa07",
        "b3017e02-c063-5185-acd5-1ef5f9d79b89",
        "4dcff365-1971-3c2b-d73c-77e1dc54242a"];

default
{
    touch_start(integer num)
    {
        llSetTexture(llList2Key(xy_keys, pointer), ALL_SIDES);
        pointer ++;
        pointer %= 66;
    }
}

-Go to a place where there's no XY10 around you.
-Clear cache.
-Open the texture console (CTRL-SHIFT-3).
-Edit the object.
-ALT-zoom your camera 7 meter away from the object.
-Right-click touch the object.

Observe: a new texture is applied, it doesn't load fully.

-ALT-zoom in very slowly until the desired discard-level (DDis) is zero for the first time. (At about 5 meter from the object)

Observe: The texture loads, then stops. After some time the blue bar jumps back, and it starts all over again.

=======

I've seen this behaviour only on textures with fully transparent parts.
What's happening is, I think, that fully transparent pixels give a texture a lower priority.
At first, the blur of a high discard-level makes a lot of those pixels a little opaque.
But then more detail comes in, more pixels are fully transparent, the texture becomes less important, and the viewer takes a step back.

=======

Second Life 1.22.6 (108353) Jan 20 2009 14:37:47 (Second Life Public Nightly)
You are at 251721.2, 246592.8, 406.5 in Neptune located at sim4319.agni.lindenlab.com (63.210.157.223:13000)
Second Life Server 1.25.4.108489

CPU: Intel Core 2 Series Processor (2401 MHz)
Memory: 2048 MB
OS Version: Microsoft Windows XP Service Pack 3 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 7600 GS/PCI/SSE2
OpenGL Version: 2.1.2

libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3
J2C Decoder Version: KDU
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.21231 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 88/321401 (0.0%)


Ramzi Linden added a comment - 27/Jan/09 07:54 PM
This should be fixed now, as of the 1.22 RC6.

Seric Serupta added a comment - 28/Jul/09 01:25 AM
Still happening in 1.23.4.123908 and Snowglobe 1.0.3 (2537). If the prim has at least one texture with fully transparent areas then that texture will be reloaded over and over.

Ellla McMahon added a comment - 03/Aug/09 09:31 AM
Seric, please add your comments and vote on issue SNOW-94

Thank you : )