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Issue Details (XML | Word | Printable)

Key: VWR-923
Type: Meta Issue Meta Issue
Status: Resolved Resolved
Resolution: Won't Finish
Priority: Normal Normal
Assignee: Torley Linden
Reporter: SignpostMarv Martin
Votes: 22
Watchers: 0
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1. Second Life Viewer - VWR

Meta-Issue: Various quirks with WindLight graphics

Created: 29/May/07 06:45 PM   Updated: 22/Dec/07 01:03 PM
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Component/s: Graphics
Affects Version/s: First Look: WindLight
Fix Version/s: None

Environment: Radeon X800 GTO, WinXP Pro
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 Description  « Hide
warping of sea layer on a sim by sim basis,
sky rendering as a single square at certain camera positions,
black void below horizon,

and probably a few things I haven't noticed.

Video is too big to host on JIRA, download it from http://blip.tv/file/get/SignpostMarv-windlightBugs349.mp4



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Torley Linden added a comment - 30/May/07 09:20 AM
Thanks for noticing these, feel free to continue linking to specific issues so it's easier to resolve each one in turn (even if they are related).

Torley Linden added a comment - 30/May/07 01:42 PM
SignpostMarv, do you have a smaller version of this vid? Maybe one easily streamable over YouTube? I know the quality will degrade some but it'd help show others who're bandwidth-limited or anxious to watch it.

Meanwhile, I'm downloading it to gain a better understanding.


Cubey Terra added a comment - 30/May/07 04:29 PM
If you fly above about 750 meters, you fly through the WindLight sky surface. The sky turns totally black.

Why this is a problem:

  • Vehicles commonly travel up to 4096 meters.
  • Avatars often fly higher than 768 meters (no limit really).
  • Skydivers normally start from thousands of meters up.
  • Sky homes have a distorted, edge-on view of the sky.

The sky should be "untouchable". That is, you should never be able to actually reach it, the way the current skybox is.


Reg Mannonen added a comment - 31/May/07 12:55 AM
I agree the sky need to be way higher than 768!! I like to skydive and fly too.

BUT, maybe this is our chance to get some outer space so i have to speak up.

What about those of us who enjoy space simulations? I'd like to have a height we could achieve where flying or even living aboard spacecraft might be an option. Right now with untouchable sky, there really is no space for us to play in. When my and my friends first got here, we were dissapointed that our dreams of having a space home could not be realized.

Is it possible to set the sky level to something realistic for aircraft and skydiving, but also allow for some usable space above that could be ..... well.... space? I think a lot of the sci fi crowd would love that, provided of course we can rez things above 768, but that's another jira report!


Cubey Terra added a comment - 31/May/07 08:18 AM
Space would be nice to have. If the maximum height for objects is only 4096m, would it be weird putting "space" at only 3500m or so? 100,000m would be more true to real life, but not possible in SL.

It would also be nice to be able to look down on a cloud layer from above, the way it looks from a RL jet or even from orbit.

Oh, and when do we get random storms?



WorkingOnIt Linden added a comment - 31/May/07 11:53 AM
This issue is useful for meta-discussion and linking – it can likely be resolved when the related (linked) issues are satisfactorily addressed.

Torley Linden added a comment - 01/Jun/07 09:02 AM
I'll assign to me so I have a better overview of the related issues.

Aodhan McDunnough added a comment - 02/Jun/07 08:30 PM
Second Life artistically would at its most realistic be classified as subjective realism. In this regard I would dearly love to see this subjective realism handled a bit better for clouds and the skybox.

1. Let's keep the unreachable clestial skybox with all the stars. I travel to very high altitudes and the starscape is certainly an improvement over the blank skybox.

2. The clouds look great from the ground level but yes, there is a thrill to actually fly through the clouds and look down at them rather than just a thin layer of sky texture. To simulate reality better you need two cloud layers, one for the thin, streaky, wispy types, and the other for the thick and puffy type (very puffy on top, flattish on the bottom) that have very intense highlights and self-shadows (I know this last part is hard, but wishes are wishes).

3. Above the cloud layers would be clear atmosphere for some distance that fades until you hit "outer space" where day or night, you see the stars (this is the skybox as it stands in FL). At this point we can have a graphic at the bottom resembling the view of earth from space.

#3 will give us an atmosphere that can later be used for "space" settings if you can raise the ceiling for building beyond 4096m. For practicality and given the current system we can have the lower cloud layers at about 250m and 500m then the "end of atmosphere" at 3000m giving 1000m for space constructions. That gives us 6 different building skyscapes (low altitude, inside thin clouds, in between layers, inside thick clouds, above clouds, and space).



Gigs Taggart added a comment - 30/Jun/07 08:47 PM
Rob said we're resolving all these until the new improved windlight comes out