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Issue Details (XML | Word | Printable)

Key: VWR-6596
Type: Bug Bug
Status: Resolved Resolved
Resolution: Duplicate
Priority: Major Major
Assignee: Unassigned
Reporter: moni duettmann
Votes: 0
Watchers: 0
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1. Second Life Viewer - VWR

Transparent Alpha Textures displayed in front instead of behind others

Created: 16/Apr/08 01:51 AM   Updated: 16/Apr/08 04:28 PM
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Component/s: Graphics
Affects Version/s: None
Fix Version/s: None

File Attachments: None
Image Attachments:

1. transp_alpha_bug.jpg
(71 kB)
Environment: PowerMac G5 OS10.4.11, 2,3 GHz DualCore, 2GB RAM, ATI Radeon X1900 256MB
Issue Links:
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 Description  « Hide
This must be the oldest bug in SL I know of, has been documented multible times, and I am surprised and also disappointed that it hasn't been fixed yet. I am sorry for any dublicates, that I'm sure exist. Many people have observed this and filed reports, with apparently no reaction from Linden's side, at least as far as I have been able to read through the many posts. I think this is a very annoying bug and I would set it to high priority, although it is not a "showstopper". But if you care for sophisticated graphics as in "Windlight" et al, a graphics engine that constantly displays transparent alpha textures in the wrong order in relation to the viewer, hence showing the textures that should be behind other textures in front of them instead, is in fact a major bummer. A reaction from Linden, that they are aware of this, preferably with some kind of explanation, why it is impossible to fix this, would be a relief after years of living with this bug. Even better it would be if any new viewer would fix it, goes without saying. I want to ask everybody who reads this, to vote for it, to make it an issue!

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Harleen Gretzky added a comment - 16/Apr/08 06:14 AM
Duplicate of VWR-27

moni duettmann added a comment - 16/Apr/08 07:05 AM
Harleen! I know that my posting duplicates a few others. But since nothing has come out of it for years now, and since I have explained what it is all about in a more simple way (I don't need 10 screenshots to illustrate it!), I posted it nonetheless! Now you have set it as "resolved", although it isn't resolved at all. I don't know if that helps at all! "Thank" you!

Harleen Gretzky added a comment - 16/Apr/08 07:28 AM
I did not resolve it as "fixed", I resolved it as a "duplicate". It is your right to reopen it, but duplicates IMO, just steal comments and votes away from the original issue.

Also asking for an update on VWR-27 and/or SL-35044 on the SLdev mailing list can sometimes get a response from LL as to any progress being made.


moni duettmann added a comment - 16/Apr/08 07:48 AM
I have been posting about this myself previously... a long time ago. As can be seen in the thread of your posting, the last reaction from any official Linden dates back from Feb 07... I think that clearly shows that nothing happened. So if you have any better idea of how to make the techies at Linden aware of this bug, I'd be happy to know. I am not posting this for my own sake, but because I really want to see some change and progress about this issue!

Lex Neva added a comment - 16/Apr/08 10:59 AM
Two things:
  • Harleen's right, it doesn't help anything to have yet another duplicate of VWR-27 open. It won't make LL pay attention any more. It'd be better to go add your vote to VWR-27.
  • The developer lindens are definitely aware of this bug. In fact, this is a problem in pretty much every 3d game on the market today, but you don't usually see it because they take great care to tweak their scenes to avoid situations in which this bug is apparent. As far as I understand it, truly fixing this is not feasible given current technology, because any proper fix would slow rendering down to a slideshow.

moni duettmann added a comment - 16/Apr/08 04:28 PM
This is the first substancial opinion on this I ever read. I think I understand now. I guess the calculation of the distance of a transparent alpha texture in relation to another will probably only take a few parameters, maybe only the middle point and some vector angle, just like non transparent textures. In fact, to make no mistake it must calculate every single pixel in relation to every single pixel of the other texture, which would mean thousands and thousands of additional calculations - nearly impossible. So I conclude this issue must be closed for reasons of unfixability under the current conditions of technology.