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I have two screenshots which emphasise how annyoing this is. I have a compex house under development ( I am hardly alone in this) It requires large numbers of textures many of which have transparencies.
In this shot the wall textures are overlapping the door and furniture textures that stand just in front of them. If I were to turn slughtly they would suddenly jump into view. It is making work on the detail of this room nigh on impossible as you simply cannot manually position a textured prim any more as it is not possible to tell where it really is. It is not only adjacent prims that are impacted as this shot show.
The door on the rear of the sitting room (the room in which I can be seen) is about 3m away from the partition door that separates the dining room from the sitting room. As you can see the near edge of the rear doors overlaps that the partition door, which is very confusing not to say ugly. I also experience this on my builds. Viewer 1.17.3 Windows XP SP2 / Radeon 9800. This has been a problem for several months and also previous viewer versions.
I have noticed that this also occurs with 2 textures that do not appear transparent at all.
I had a book case with afreebie books texture and a wallpaper texture. Placed the book case in front of the wall with the wallpaper on and then changed the angle of view and the wallpaper was see instead of the books. I chanege one of the textures and it stopped happening. So I Iooked at the textures in Gimp and they both have alpha channels even though it isnt neccessary for them to have. So I dont think its due to transparency itself but due to the alpha channel data overriding the other channels data in some way. I dont know how occlusion works technicallly so I am stuck at this point but I hope this information helps in some way for those who do know. As per Bob's observation, it is indeed any texture that has an alpha channle regardless of whether the alpha is completely blank or not. This in itself is not surprising as the rendering engine effectively treats alpha'd textures differently to others. Many of the texture packs available in-world are poorly built and contain alpha channels. The workaround here is to download the textures that have a problem and flatten the image (in gimp or photoshop etc.) This typically removes the alpha channel (please check with you rgaphics software don't take my word for it) and you can then re-upload, while you are at it send an IM to the texture vendor and let them know, you are then doing everyone a favour. Note that this workaround only works for prims that do not need transparency but have alpha, if the transparency is used then you need to look at other alternatives. I will add some more info to
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Since problems with alpha texturing were apparently 'fixed' in update 1:16, in fact, to my eyes and those of everyone I know, alpha problems have become WORSE, not better.
Problems include:
Attachments, particularly hair, tails, wings, which normally would look opaquely textured, are now appearing translucent (partly see through) or even invisible against certain surfaces; presumably these attachments have textures with an alpha channel.
Invisiprims showing up more prominently against many surfaces.
Distant textures are occluding nearby textures, causing garden hedges to occlude windows as seen from inside a house, or the backgrounds of vendors to occlude the purchase board, or walls to occlude objects placed in front of them such as partially transparent screens, lamps etc.
All these effects depend on camera angle, and normal moving about causes rapid and jarring fluctuation between states.
In addition, the 'fix' has rendered a rather USEFUL bug void, wherein, you could use cell shading and alpha texturing to create a hollow object whose contents (such as an avatar wearing the object) would appear in silhouette; this created some nice effects for parties and the like, but now these objects appear opaque.
All in all, I don't know what problems other people were having, but for anyone I have spoken to, we'd rather go back to the pre-1:16 rendering!