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Harleen Gretzky added a comment - 05/Apr/08 04:23 PM
Advanced->Rendering->Info Displays->Lights will show you all the in your vicinity also.
OK I did a little more testing. I set up 6 light sources with different colors.
In Dazzle (this is the older non-windlight dazzle) viewer, avatar and prims are colored by all 6 lights. In the 1.19.1.4 viewer, Basic shader on, atmospheric shader on: prims colored by 2 lights, avatar colored by 2 lights. I see boxes for all the lights when enabling the lights info display. Maybe related but I have noticed that i am having problems with local lighting - no matter what graphics settings - but when i am at my studio i tend to run with Basic Shaders on, atmospheric off, and sky gammed turned down very low, as that tend to give more predicatble results (not always though).
The problems are :
I will try to capture more information on the lights info when next in world Seeing 2 lights as well. Atmospheric Shaders. On, 2 lights. Off, 6 lights.
Seeing 6 lights, here, with all shaders on and all the graphic settings maxed out.
Linux, Nvidia 7600GT, latest Nvidia beta drivers (173.08), Cool SL Viewer v1.19.1.4 release 4. Seems to be a hardware related issue: the Windlight rendering engine is very demanding towards the graphic cards, so it's not really a surprise that trade offs are to be experienced on lower end GPUs... Second Life 1.19.1 (83563) Apr 1 2008 22:27:11 (Cool SL Viewer)
CPU: Intel Pentium 4 Northwood (2539 MHz) Just now downloaded the latest drivers.... 2 lights. I'm also seeing this regardless of graphics quality settings in viewers 1.20.10 (89467) and 1.19.1.4. Mac OS X 10.5.3, ATI Radeon X1900 XT (512MB).
Seeing 6 lights no matter the shaders here.
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600) Confirmed the issue. Only 2 light sources visible despite no other lights nearby. Haven't test with other preferences yet but I am having both Basic and Atmospheric shaders on. I have latest driver.
CPU: Intel Pentium 4 (Unknown model) (2991 MHz) Hi Bree, Have you tried this in the latest RC? Also, are you setting yourself to Midnight?
OK. I've tested this again. I have the 1.20.11 RC viewer that I just upgraded today. I also have the latest June 18 ATI drivers for my Radeon x1300. I am set to midnight.
Basic shader on, atmospheric shader on: prims colored by 2 local lights, avatar colored by 2 local lights. By 'colored' I mean that I can see the light actually lighting up the prim or avatar. Turning on the info display for lights shows all lights are active. I see a white box around each light source and a yellow box for the light radius. Looks like the same results from the last time I tested this. Seeing this with the current main viewer on my iMac as well
CPU: Dual i386 (Unknown) (2400 MHz) This bug has been going on for so long..
I don't even use the Windlight sky and water anymore, unless I'm doing a photoshoot. The ability to see the landscape, as lit by it's designer, is more important than "eye candy" water and sky. I've made a little video to show the problem: --------- Specs below --------- You are at 262026.5, 252820.5, 701.5 in Healy located at sim5073.agni.lindenlab.com (8.2.32.74:13001) CPU: Intel Pentium 4 Northwood (2539 MHz) Same problem, confirmed... with latest RC.
--------- Specs below --------- You are at 262028.9, 252818.1, 701.5 in Healy located at sim5073.agni.lindenlab.com (8.2.32.74:13001) CPU: Intel Pentium 4 Northwood (2539 MHz) libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3 Does it help to have info from people who see all the lights with all shaders on?
After seeings Winter's video in a forum thread today, I tried the same and see all the lights and all their colors on my body (even wore white). Second Life 1.21.4 (0) Oct 3 2008 11:56:46 (Cool SL Viewer) CPU: Intel Core 2 Series Processor (1995 MHz) Well I just thought I'd try again with the newest ati catalyst sw and drivers. Same problem.
Second Life 1.21.5 (98701) Oct 6 2008 10:27:21 (Second Life Release Candidate) You are at 256043.3, 257367.3, 1603.4 in Plum located at sim5747.agni.lindenlab.com (8.2.35.49:13001) CPU: AMD K7 (Unknown model) (1094 MHz) Seeing a similar situation on my iMac as well, but with this wrinkle:
If I have basic shaders selected, I lose many/all local light illuminations. If basic shaders aren't selected, local lights are visible. Set environment to midnight. See comparison screen shot for setting/light effects (local lights visible with shaders off, invisible with on). Used the RC 1.22.4 CPU: Intel Core 2 Series (3.06 Ghz) Verified on my side too.
Second Life 1.23.4 (0) Jun 14 2009 17:38:37 (Cool SL Viewer) Built with GCC version 40001 You are at 233841.0, 217373.9, 22.2 in Atlantis Archipelago located at sim4569.agni.lindenlab.com (216.82.54.219:13000) CPU: Dual i386 (Unknown) (2500 MHz) libcurl Version: libcurl/7.16.3 OpenSSL/0.9.7l zlib/1.2.3 Still a problem with latest release candidate:
Second Life 1.23.4 (123523) Jun 9 2009 08:05:51 (Second Life Release Candidate) Second Life Server 1.27.0.127440 CPU: Dual i386 (Unknown) (2800 MHz) Snowglobe
Not fixed with: Snowglobe 1.1.0 (2554) Jul 22 2009 18:50:15 (Snowglobe Test Build) Also...some had suggested turning off Atmospheric Shaders...no difference with that, or any other Graphics preference I could find. Someone please light a fire under Runitai Linden. Two local lights is just ridiculous. Six was marginally better, but still very limiting, What is the holdup in adding even more local lights? Is there some technical problem? Come on! the OpenGL specifications allow for a minimum of like 8 lights, most video card manufactures never go above the minimum required except in rare cases, SL has a couple of the slots hardcoded to be used by environment lights, the remaining are what is used for prim point lights
a bigger number of lights can be achieved, but they won't be hardware lights, or actually, they won't be more lights, they will be the same 8 lights, moved around and re-processed for the things they affect, all effects being composed and rendered together after each individual group has been done (or somthing along those lines). I'm not sure what is the minimum hardware requirement for performing this trick, have been given conflicting answers int his regard From my understanding, they kicked the limit even lower thant he minimum amount of lights avaiable from the hardware because they think that with all the performance issues SL got, video cards that aren't top-end will have a significant performance loss with more local lights being used, seems like the same style of thinking that brought us disappearing prims and many other issues.... See new issue: https://jira.secondlife.com/browse/VWR-15114 Graphic features, such as local lights, are unnecessarily restricted on graphic cards/platforms that can support them due to erroneous settings files. Please fix for next release and document. Some of the alternate viewers have resolved the two light problem.
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