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Rob Linden made changes - 22/Dec/07 02:25 AM
Rob Linden made changes - 22/Dec/07 02:36 AM
Rob Linden made changes - 22/Dec/07 03:23 PM
Rob Linden made changes - 22/Dec/07 03:45 PM
Rob Linden made changes - 22/Dec/07 08:41 PM
Rob Linden made changes - 22/Dec/07 09:58 PM
Rob Linden made changes - 22/Dec/07 10:20 PM
Kaluura Boa made changes - 25/Dec/07 03:02 AM
Kaluura Boa made changes - 25/Dec/07 03:03 AM
The maps look identical but they are subtly different.
Kaluura Boa made changes - 25/Dec/07 03:04 AM
Look at the tops of the "towers".
Kaluura Boa made changes - 25/Dec/07 03:06 AM
After the second login, the sculpties are back to normal, flat and sharp as expected.
Kaluura Boa made changes - 25/Dec/07 03:08 AM
Another view of the correct rendering.
Kaluura Boa made changes - 25/Dec/07 03:09 AM
lindenrobot made changes - 26/Dec/07 03:51 PM
yes I'm experiencing the same problem, I use 64x64 sculpt maps with lossless compresion, and when first rezzed the sculpt looks awesome with every vertex where it should be, but after relog or even after I'v been away and tp back to the place, the sculpties look all chewed on, and borky.
oh and I see we have the same graphics card Kaluura, so could that have something to do with it perhaps?
Harmpie Rhode made changes - 04/Jan/08 03:40 AM
I noticed this happend only when I loged in on a place where I could not see the chess game itself and then flew too it, cause when I loged in at the exact same position it seemt to render fine.
Harmpie Rhode made changes - 04/Jan/08 03:45 AM
I'm experiencing similar. The best way I can describe it is as if the sculpty textures are not completely download or are being corrupted near the end. I had one sculpty that made it to the 'almost there' rezzed state, then took many minutes to snap in the last bit of the detail, as if the last chunk of the sculpt map image took forever to load up. Also, if I leave out of visual range of a sculpty and come back to the area, the sculpts are deformed/incompletely rezzed. Flushing the cache and a restart of the client resolves the issue temporarily. I have experienced this on 64x64 and 128x128 sculpt maps uploaded with lossless compression. Is there any way to tell when a specific image has been completely downloaded into your system?
@Harmpie: This isn't a problem related to our graphics card. My buddy co-worker who is on Mac -
Besides, I already uploaded again the map of a sculptie that somehow didn't fully rez and I ended up with a corrupted sculptie and a good one... both with the same map. The problem is on SL's end. @Jeffery: My not-so-wild guess is that if you don't move and the bandwidth used by the client dropped to almost nothing, you can confidently say that all textures and sculpt maps used around you are downloaded. But as far as I can tell, it doesn't change anything for the corrupted sculpties. Only a new login solved the problem... in 50% of the cases. I think I found the source of this problem and would like to have the priority of this moved a higher.
The sculpted objects (only tested with 64x64 and 128x128 maps) are not returning to full detail once they have been degraded by the LOD'ing system. They sometimes flicker back and forth between levels of LOD, and sometimes, but rarely, snap back into full quality. Dragging the texture back onto the sculpt map spot in the editor causes it to come back to full resolution. Please upgrade the priority on this item, would be great to see a fix in the works. (attaching example image, same prim, same map, same distance and position.. started looking good original, then degraded and changed between the two states of degradation back and forth.) Sculpty LOD does not return to full detail.
Jeffery Beckersted made changes - 17/Jan/08 06:28 PM
Kaluura Boa made changes - 18/Jan/08 12:11 AM
Jeffery & Harmpie,
Please log into Second Life and select Help> About Second Life. If you copy the information in the upper portion of the dialog box and paste it here, it will provide us needed information about the environment you are experiencing this issue in. Thanks!
jill linden made changes - 18/Jan/08 10:18 AM
Second Life 1.18.6 (76886) Jan 3 2008 17:26:44 (Second Life WindLight)
CPU: AMD (Unknown model) (2014 MHz) I build around a group of 5 or 6 other builders running WindLight and the RC on various hardware and they see the same effect. I will try to get them to comment here or gather their info as well. Hi all...
I'm Kaluura's co-worker, and are experiencing the samme problems on this setup: Second Life 1.18.5 (3) Nov 28 2007 14:04:29 (Second Life Release) You are at 283706.8, 267416.7, 590.8 in Bagat located at sim3016.agni.lindenlab.com (64.129.44.35:13005) CPU: Dual i386 (Unknown) (2160 MHz) This setup also experiences the problem
------------------------------------------------------------------ Second Life 1.18.6 (76886) Jan 3 2008 17:26:44 (Second Life WindLight) You are at ***** in Myungsimbogam located at sim1057.agni.lindenlab.com (8.4.129.207:13005) CPU: AMD (Unknown model) (2211 MHz) You are at 284045.3, 280468.9, 191.6 in Dylamon located at sim4513.agni.lindenlab.com (63.210.158.163:13004) CPU: AMD (Unknown model) (3000 MHz) Second Life 1.18.6 (77495) Jan 22 2008 15:30:40 (Second Life WindLight)
You are at 282089.2, 266033.6, 593.5 in Helmudhoe located at sim5354.agni.lindenlab.com (8.2.33.101:13004) CPU: Intel Pentium 4 (Unknown model) (3000 MHz) I cant say that I noticed that they got chunky once they had been at a lower LOD level, they really had to have been out of view for me.
I also noticed that lossless sculpties arent rendered as well in the normal viewer as in WL, or is this normal? ok, it seems to me that when in windlight the sculpts dont rezz well they look as they would in the normal viewer, wich cant render sculpts as good as windlight. Or they just look as they would when the texture wasnt uploaded lossless.
Harmpie Rhode made changes - 26/Jan/08 07:14 AM
Harmpie Rhode made changes - 26/Jan/08 07:15 AM
Harmpie Rhode made changes - 26/Jan/08 07:37 AM
added 4 images wich show how a column looks in the normal viewer, uploaded normal and lossless, and how those same textures look in windlight. And the 3th picture shows how the lossless uploaded yet borked one looks exactly as the not uploaded lossless one. the 4th shows three togehter, not uploaded lossless, uploaded lossless yet borked and uploaded lossless correct. Zoomed in on the foot of the column wich shows better what difference there are.
Harmpie Rhode made changes - 26/Jan/08 07:49 AM
the Release Candidate renders them as good as windlight too, still has that same bug of randomly not fully loading them though
This is one of the reasons I still don't use sculpties, and encourage others not to unless they're doing certain builds. Until a sculptie can appear the same for everyone on the grid in any region, they might save prims, but if you want something to look nice on repeated viewings use regular prims instead.
I found this thread after having this problem myself and then trying to see if I was the only one, and I guess not. My sculptie is a set of stairs that sometimes render perfectly straight and sharp, and at other times lumpy and wobbly, as if the map had very lossy compression - the deformations are actually worse than a lossy compressed map would be.
Issue all identical to original poster. My information below: Second Life 1.19.0 (80044) Feb 15 2008 16:46:46 (Second Life WindLight) You are at 256185.0, 288566.2, 34.1 in Bagoombah located at sim4176.agni.lindenlab.com (63.210.157.80:12035) CPU: Intel Pentium 4 (Unknown model) (3192 MHz) Attached goodstairsbadstairs.jpg as an example of the same sculptie rezzing differently at random.
Nizzy Lusch made changes - 06/Mar/08 11:04 AM
This bug is destroying my latest project. Two sculpted parts of it rezzed correctly only once on upload, and after relogging, they are now permanantly distorted and never loading properly.
I get the same result on the 1.19.1 RC Second Life 1.19.0 (5) Feb 28 2008 17:18:12 (Second Life Release) You are at 259411.5, 259741.0, 28.1 in Ferox located at sim3507.agni.lindenlab.com (216.82.21.242:13005) CPU: AMD (Unknown model) (2010 MHz) Yes I experience a lot of this too, and its killing my sales of my sculpted palms ... as sometimes shoppers come to my shop and they look terrible, other times not.
The palms are 3 palms in 1 sculpt, so great when they load correctly, but at times they look terrible as the texture gets blurred over the transparent areas. No movement or zooming etc fixes this, I find that as soon as i click on the sculptie, it immediately corrects, but that doesn't help sales. Please resolve this immediately - its a revenue-killer You are welcome to view the sculpted palms at my shop display at : ================================================= Second Life 1.19.1 (1) Mar 11 2008 19:23:38 (Second Life Release Candidate) You are at 265456.7, 276964.4, 22.2 in MO Island located at sim3478.agni.lindenlab.com (216.82.21.213:13006) CPU: AMD (Unknown model) (1908 MHz)
WarKirby Magojiro made changes - 16/Mar/08 05:27 AM
Man this sucks big time.
These sculpties are sposed to improve sl, but they just getting a bad name for themself because they've been implimented so bad its one step fwd, and two back .. and no-one cares This is a pretty crippling issue for a lot of builders using sculpties, and one would think that with them being a "major" new feature of Second Life that this problem would be getting a bit more attention than it seems to be right now. It appears to me, in my experience, that this problem usually effects highly "geometric" shapes the worst ... specifically shapes with flat faces, etc. but not always. This could also simply be that the distortions are not as obvious on organic shapes.
I find that every time I log in, it is unpredictable as to what they are going to look like. Every single user across a wide variety of systems, processors, GPUs, operating systems, etc. has reported the same issue on the prims that I find to be effected by this ... and at times one person will see the error while to everyone else, it appears to be fixed. If you clear your cache and relog, the sculpt map will usually redownload and you can see it perfectly ... but not always. If you upload the same sculpt map twice and snap between them when they are applied to the prim, the newly loading map will snap in perfectly. This one needs to get fixed, guys! ======================================= Second Life 1.19.1 (4) Apr 2 2008 11:59:37 (Second Life Release) You are at 223360.7, 272318.8, 559.0 in BSG47 located at sim4065.agni.lindenlab.com (63.210.156.223:13000) CPU: Intel Core 2 Series Processor (2400 MHz)
Onyx Syakumi made changes - 30/Apr/08 09:28 AM
Onyx Syakumi made changes - 30/Apr/08 09:30 AM
Relogging doesn't help. and trying to say relogging is a workaround is rather lame. There is a problem and it needs to be diagnosed properly. I have observed something so here goes:
This does not affect all sculpties. It definitely affects sculpties that have been in the system a while. Specifically before a lot of work got started on the asset system due to the constant failures. Perhaps uploading the maps again might help. If this is the case then the optimal solution will be LL manually replacing all the textures they corrupted with the new ones. Which they won't do so merchants will have to take their own time to patch up the goods damaged by LL and send out fixes. Needs a test. I'm trying to get the one and only one that fails on me reuploaded but I didn't make it so I have to wait. Again, this problem does not affect recent maps in my viewer on my old system or my new system. Old system was dual SLI nvidea 6800 pros. The problem was present on that video setup too and only for the one sculpty map... the first one i bought long long ago. This issue does not affect newer maps on my old or new system. So it appears to correlate to the texture maps themselves by age in the system here. CPU: Intel Core 2 Series Processor (2399 MHz) Please check if this is still happening in SL-Viewer RC7 !
This seems to be a duplication of Was happening with RC7 before RC7 was pulled back.
This has been going on for a while and started after some major asset cluster borks/work. So the problem I am observing may be a new issue. Honestly I noticed exactly zero difference with sculpties with RC7. When is the work to convert the texture pipeline to http supposed to happen?
Ann Otoole made changes - 03/Jun/08 05:31 AM
Added
The difference being that in This is Windlight related. This issue does not occur with pre Windlight viewers. As major as this defect with Windlight is I find it curious that LL has not elected to work on this issue. My recommendation is to explain to users/customers that they need to begin migrating back to the Nicholaz "Old School" viewer version that is pre windlight until such time as Windlight massive memory and graphics defects are resolved... One way or another. This issue simply does not happen in the pre Windlight viewers. Get the Old School viewer here: This issue was originally entered with 1.18.6 RC, which is pre-Windlight itself.
what Harleen said.
This is two issues, one of which is fixed in RC8 - One of which probably won't see a fix till we move to http for the protocol. And if you refuse to load a current viewer, well.. duh, that's why you see this bug! This is NOT a Windlight bug, its the same ol' sculpty bug that's been around since the beginning, that just shined a flashlight on the problems with the SL texture pipeline in general. Yes you will see it in old viewers, that's why I use RC8 ... shrug There is one fix in windlight that affected older sculpties - it was a fix that shifted some vertices over, which later caused some misalignments if you had regular prims lined up with sculpties in a linkset. It however, fixed the clipping we were seeing on sculpties where not all of the data was being displayed, causing problems with sculpt rendering in general. (sculpted planes impossible to align etc)
If some of y'all are mixing up on that one, its a FIX, UPDATE YER STUFF, I DID Good then I can remove the link to the Windlight sculpty defect I verified that exists with windlight viewers only and is not present with pre windlight viewers.
Repeat: The defect I entered is Windlight only and cannot be reproduced with pre windlight viewers. Also, the defect I entered has nothing to do with the texture pipeline. The sculpties are properly loaded and then something happens to distort them. Going to the http protocol will not help since the texture already made it through the "pipeline". Btw, in respect to the3 antisocial tone getting started here, Keep in mind that the SL TOS and CS apply to pjira too.
Ann Otoole made changes - 03/Jun/08 07:59 AM
Ann, believe it or not some of us have been testing these issues for the last year, since before sculpts were released to the main grid.
what you describe is either what I described (the fix for also remember that old lossless sculpties (when lossless was first introduced - and yes this was in Windlight) had problems that were also fixed in one of the iterations of fixing the lossless bug. They will never rez totally right - they need to be rebaked/remade. A simple thing if its your stuff - not so simple if its from a vendor, I agree. You also seem to be describing this one too. This one is also fixed. And don't forget the bug with alpha - if you have alpha on a sculpt you're more likely to suffer from an odd compression bug. Get rid of the alpha channel if you have one. Some large file sizes are more suceptible to this than others, no idea why, it's likely due to the compression algorithms. This one is ongoing, and you wont likely see it if you didn't upload lossless, most of the time. This is due to some 8 bit assumptions in the code, so I am told. and no, someone telling you that you're mistaken is not a violation of the TOS, just because you seem unwilling to listen to some of us who are hands on familiar with all the ins and outs of sculpties, doesn't make it so, no. I am a little tired of people saying there's a new bug when its just sounding like the old ones being rediscovered, it makes it hard for the devs to concentrate on the ones they know exist, and this is sounding more like an "anti Windlight" tirade than an actual issue - because fact is, these issues you described are sitting on this Jira. Yes, you will see the old bugs more in the old viewers, the pre WL viewers have plenty more unfixed problems with sculpties which you are quite likely to see. So saying they won't be there and to roll back is a little disingenuous, because the drive to lossless was because of borked rendering in the old client due to JPEG artifacts. The various problems with sculpties are worked on in an ongoing basis by many people here. I test every new viewer to see how they are functioning, and I'm sure not the only one. The texture pipeline is cracked, we all know it. It's going to help a LOT when/if they fix it. It needs fixing as its the baseline problem for a lot of these bugs we're seeing. It is delivering bad data, which you then see as borked sculpts as they are sensitive to any changes at all. But the lossless bug is fixed in RC8. This one is also related to the bad recall from cache bug, which you're sure going to see in older viewers without the patch. However, the problem with this fix is that it seems to have slowed down viewing of sculpties a great deal. That's probably due to it discarding data that's coming out of the pipeline corrupted, forcing a reload. Anyone could have predicted that slowdown The problem with the cache cutting off parts of data existed before Windlight. Fact is, sculpties have never rezzed perfectly in all instances, not ever, not even once, since they were released, and RC8 is the closest we've come so far It isn't what a person says, it is the unnecessary illogical abusive embellishments a person adds on to position themselves.
Abusive behavior is a bad habit, is what it is, and we don't need it in SL, the forums, or in the pjira. Allow me to repeat since you appear to not comprehend what I am telling you. The issue I entered is present in all RC versions and the production version. It is not fixed in the latest RC version. If you bothered to look at the issue I entered then you might see the screenshots that quite clearly present the visual information for your analysis. Some defects were fixed. Others not. The defect that is affecting me is not present in pre windlight code. It is present in all released windlight versions. And it has nothing to do with the pipeline as the data made it through, the sculpties display correctly, then deform after camera panning. So you explain it to me. Why are the sculpties not deformed in the pre windlight screenshot and deformed in the windlight screenshot? Why is this so repeatable? Why is it related only to camera panning if your claim of texture pipeline has any credence with the defect I entered? And, as a courtesy to those who do not care but are watching this issue... Well Ann, I have a hard time following your issue as it morphs a little too frequently to support your Windlight cause
I just looked at your issue, and the problem most likely is the fact that the cache deletion has been bugged in later releases of Windlight. That's not a sculpty issue - but a corrupt cache will result in what you're seeing. I'm curious to see if your issue resolves if you manually delete your cache. (doing it the hard way, from the hard drive) Of course deleting your cache in the Nicholaz viewer works. It doesn't work in some of the newer WL releases though. I've had to delete it by hand a few times myself already with bugs in the cache (remember the cache isn't working right to start with - bugged cache + viewer not able to delete cache properly = what you're seeing.) the texture cache is a known issue. This particular JIRA is particularly an issue about the cache - it is the reason why sculpties can rez differently on each login, and then be ok when you clear your cache. That's not fixed in Nicholaz - its shared in all the clients except RC8. Your issue as you say, isn't this one, so the question can be asked - why bring it here? and the camera panning problem I don't see on two different computers, so I can't tell you. It's not repeatable for me. What I do see sometimes is sculpties that don't rez fully, but when I click edit they pop into full form. Haven't seen that one yet in RC8 though - it was a big problem on megaprims in particular. But that's not your issue as you say. Looks like the same thing is happening to you - the sculpts are missing the little bit of info at the end that the cache clips off, then combined with the cache not deleting properly, you're going to see that problem over time. should be fixed with the fix for
Qarl Linden made changes - 24/Jun/08 05:39 PM
Qarl Linden made changes - 24/Jun/08 05:39 PM
ok, perhaps lossless is fixed, but Ann does have a point I did notice a view things with the new main SL viewer that have been reported before and seem to be worse now :
1. Sculpties do seem to take longer to load, but this has been explained. 2. Rightclicking a sculpty going into edit mode and clicking on the sculptmap seems to make the sculpt load fully much quicker. 3. Sometimes two or more sculpties which have the same sculptmap aplied, rezz differently, one rezzes good, other stays in half loaded state, or doesnt load at all till you click it. And clicking one will make all the other sculpties that have the same sculptmap rezz good instantly too. 4. Once all the sculpties have loaded fully they sometimes get borked after falling back in lod, that is they dont take on there normal shape until step 2 is repeated Second Life 1.20.15 (92456) Jul 18 2008 10:58:42 (Second Life Release)
You are at 282088.0, 266056.6, 595.6 in Helmudhoe located at sim2771.agni.lindenlab.com (216.82.19.14:12035) CPU: AMD (Unknown model) (2407 MHz) the fix for this problem hasn't reach the RC branches yet - look for it in the 1.21 RC to be released soon.
@Qarl: Thanks! I've been troubled by this bug on repeated occasions (much right-click workarounding for me too).
Ramzi Linden made changes - 07/Aug/08 12:49 PM
@Qarl:
The new release (1.21 RC) seems to have escalated this problem. Instead of the occasional sculpt going lossy, the majority of them seem to suffer this problem now. This seems to affect complex sculpts the most. I recall one of my friends, Ariel Erlanger creating a fix for this(or a stable workaround, i can't remember which). She's on hiatus from SL at the moment but i could try and contact her if you'd actually make use of it. As my work relys heavily on the use of complex sculpts i'm really eager for this issue to be resolved. Niya - that's ODD. i'm trying the 1.21 RC0 now, and i'm seeing MUCH improved loading. (yes, we have Ariel's fix, and a few others in 1.21.)
can you try something for me? in your preferences, under network, click the "clear cache" button and restart SL. i believe we have a new caching mechanism, and i've seen textures (loaded before 1.21) that are "stuck" unloaded. if that doesn't help - can you tell me exactly where in world you're seeing the problem and i'll come investigate. Cleared cache.
Relogged. The sculpties rezzed fine and stayed that way. Till I moved. Then they went back to deformed almost rezzed state the moment I moved the avatar with the arrow keys Sigh. There has to be a common denominator on what causes this to happen. OY. VEY.
Ann - does it happen to you in the Straylight sim? and if not - where? and can you describe your hardware setup? client config follows:
---------------------------- Second Life 1.21.0 (95157) Aug 26 2008 16:03:19 (Second Life Release Candidate) Release Notes You are at 272306.7, 238894.8, 25.2 in Straylight located at sim5192.agni.lindenlab.com (8.2.32.193:13002) CPU: Intel Core 2 Series Processor (2399 MHz) Cleared cache, restarted client, entered Straylight as region to log in to. I'll attempt to send you some of these sculpties in case it is the sculpty maps that are the common cause. (Too bad youtube is so dramatically over compressing vids now or i would make one to demo. Youtube is a fuzz fest now sadly.) ok after the 4th or 5th crash the rerez when you zoom in is working.
Maybe it just takes 4 or 5 client runs for it to all get cached properly. Screenshots started working after the 4 or 5 crashes too. So why don't you code in a different default cache location for the cache on RC versions? ------------ 5 minutes later... Ann - that was just a guess about the cache - from what you say, i don't think it's a problem.
remember, this is just RC0, right? it won't be official until all these (and more) bugs are resolved. If it helps, and it may be a red herring, I am seeing some textures in RC0 (the Linden Fern as an example) that are never being fully loaded in the RC0 (and nightly 1.21 nightly builds).
Symptom is under texture console (advanced > Consoles > Texture Consoles) you end up with a few hundred pink coloyred textures and none of the whites ever get a chance to load. The number of pinks reduces then jumps up. Work Around is to keep that texture console open and zoom in close on a prim, as close as you can, until the texture console fully clears. Then pull back and the "stuck texture" will be loaded. (This can take a number of minutes) On the one or two cases where I have had a stuck sculpt map doing this has also caused it to properly load. Shibari - no, i don't think that's a red herring at all. i suspect they're closely related.
Ann - i believe i have a fix - but i've misplaced that sculptie you sent me. can you send it again - along with a picture of what it SHOULD look like, and a picture of what it DOES look like. much thanks.
Using 1.21 RC0. I made a comment at http://jira.secondlife.com/browse/VWR-5785
While taking screen shots to send to qarl, I also noticed that I could detach something that loaded correctly, but it would become distorted on reattach and stays that way.
Funk Schnook made changes - 02/Sep/08 05:53 PM
Funk Schnook made changes - 02/Sep/08 06:12 PM
Funk Schnook made changes - 02/Sep/08 06:12 PM
Funk Schnook made changes - 02/Sep/08 06:13 PM
I have attached 3 screen shots to explain what Im seeing (sculpty-bug-121rc0-001.jpg, sculpty-bug-121rc0-002.jpg, sculpty-bug-121rc0-003.jpg)
Funk - i tested the sculpties you sent me - they seem to be better with the fix. (i say "seem" because i'm having trouble getting them to "break" without the fix - the breakage seems to occur randomly and not very often under my setup.) but they never looked bad after the fix, so here's hoping.
and yes, like i said on the other jira - this seems to be a problem with 128x128 sculpt maps. we added an optimization which loads only the 64x64 version - which we hoped would be sufficient. but it seems not. note that with the lossless sculpts, 128x128 is NEVER needed. so best to reduce your maps to save time/space. so my recommendation is to check again when RC1 comes out and let me know ASAP if it's still a problem. (or if you can get one the the "battery street irregulars" to test for you, that works too. 128x128, as we both know, is simply a workaround for older bugs. I will start using 64x64 once LL force all users on the grid to use 1.20+ (we still have too many users on 1.9x). I dont plan on converting my old stuff to 64x64 and resending it to everyone that bought it though
yup yup - that's why this change was backed out. i mention all this so that you can understand how/why it's happening - and if you see the problem with a 64x64 map you can let me know - 'cuz that means we're wrong about the problem/fix.
Just tested RC1 Second Life 1.21.1 (95603) - Still having the same problems. Its very random but I can trigger it by taking off attachments, waiting about 30 seconds then wearing them again.
EDIT: After writing this I flicked back to SL and some correct looking sculpties have become deformed. I guess you dont even need to detach and reattach anything @ Qarl: Additional info: I downsized a couple of the sculpt maps to 64x64 and after testing for about 10 minutes I CANT get these to deform. I also tested the 128x128s during the same time frame and managed to get those to deform a few times after the edit>object tab fix.
I would have to say its very likely this latest bug has something to do with 128x128 sculpt maps and that optimization you mentioned. What confuses me is that according to your comment in trust me Funk - you're not the only one confused. perhaps the work didn't quite make the RC1 cutoff, or it got reverted accidentally, or who knows. let me look. meanwhile - do those attachments you sent to me still exhibit the problem? (yes, it's not the attach/detach that triggers the problem, merely going off screen seems to do the trick.)
@Qarl: Yes, I have been testing with the same attachments I sent you. The shoes are the easiest to spot because the shoe laces no longer align with the shoe lace holes
Funk and all - i remain confused. i cannot repro the problem with the internal 1.21 hand-built viewer. but like you, i CAN repro with the one which was published on our website. but they should be the same. so.
in cases like this - i suspect something isn't quite in sync with something else - and since it works internally for me - it will probably begin working for you when the whatever is out of sync gets resynced. so i'm putting this on pause 'til RC2. in the meantime, RC2 will also come with a debugging display that will better help us understand what's wrong if it remains wrong (look for Advanced->Rendering->Info Displays->Sculpt in RC2.) The fact you cant repro with a hand-built viewer puts me more at ease
I got this issue on version 1.20 doesn't matter which graphic driver is installed. Tested most common NVIDIA drivers from 169-177 on WIndows Vista 64 SP1.
After clearing the cache and the first look everything looks good. As soon as I move the cam somewhere else and back to the sculptie I got the issue. I tried Mac OS X 10.5.4 and version 1.20. The issue takes longer to appear when I move the cam away and back to the sculptie. But immediately by taking it to the inventory and rez it again. I have been testing this in 1.21 RC2 for about 10 minutes now and it seems to be fixed.
the bug seams to be fixed in 1.21 RC2 windows and Mac OS X
Ramzi Linden made changes - 17/Oct/08 10:49 AM
Sue Linden made changes - 13/Nov/08 11:16 AM
Sue Linden made changes - 13/Nov/08 11:51 AM
Sue Linden made changes - 13/Nov/08 05:24 PM
Sue Linden made changes - 13/Nov/08 05:47 PM
Sue Linden made changes - 13/Nov/08 06:01 PM
Sue Linden made changes - 13/Nov/08 06:21 PM
Sue Linden made changes - 13/Nov/08 06:58 PM
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Here are some snapshots and sculpt maps. The 2 first maps are the ones that produced buckling sculpties after a login and good scultpies after another login. Note that the rendering was perfect when I uploaded these maps. The third map was uploaded the same day. (Same size, lossless compression.) And its rendering has always been good, login after login.