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Issue Details (XML | Word | Printable)

Key: VWR-9583
Type: Bug Bug
Status: Open Open
Priority: Major Major
Assignee: WorkingOnIt Linden
Reporter: Aminom Marvin
Votes: 4
Watchers: 3
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1. Second Life Viewer - VWR

Sporadic Loading Problems with Lossless Sculpt Maps Greater than 16384 Pixels in Area

Created: 06/Oct/08 07:50 PM   Updated: 24/Oct/08 11:11 AM
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Component/s: Graphics
Affects Version/s: 1.21 Release Candidate
Fix Version/s: None

Environment:
CPU: Intel Core 2 Series Processor (2405 MHz)
Memory: 2048 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8800 GT/PCI/SSE2
OpenGL Version: 2.1.2

Last Triaged: 15/Oct/08 10:23 AM
Linden Lab Issue ID: DEV-22462


 Description  « Hide
Replication:
1) Clear Cashe
2)Log into the Sculptomancy sim.
3) Give adequate time for all sculpts to load.
4) Enable the Sculpt Loading Debug feature by selecting Advanced->Rendering->Info Displays->Sculpt
5) Observe which sculpts have not fully loaded (one or more of the three values zero at high LOD) if any.
6) Repeat 1-5 by teleporting away and coming back some time later, or restarting the client (to enable cashe retrieval).

Expected Results: all sculpts load regardless of image size (eventually) as per the behavior in the client before Windlight.
Actual Results: sometimes, some sculpts that are greater than 16384 pixels plus (for example, 256x256 images) do not fully load unless viewed as a texture or viewed in the object tab of the edit window.

Clarification/History (Why loading of 16384 images is necessary):

Before the lossless bug was fixed, it was an absolute necessity to use 256x256 images for some sculpts, otherwise they would not load under any circumstances. The Windlight client introduced bug VWR-5785. This bug is fixed in RC5, but this new bug has popped up in its place. There is lots of legacy content that uses 256x256 images on the grid, and not fixing this would be unacceptable because it would break lots of existing content.

Efficiency Concerns: there are, at first glance, some issues with 256x256 images: at first glance, they seem as if they would be 16 times the file size as the ideal sculpt size, 64x64. However, due to efficiencies in how jpg2000 lossless compresses information, the file size is only around 3.8 times that of 64x64. I have prepared a sculpt loading test lot at http://slurl.com/secondlife/dearheart/31/227/600 that has a variety of sculpts uploaded in different ways, to compare loading times and file sizes. Finally, almost paradoxically, 256x256 images uploaded using SL Image Upload (which is one of the only ways used because the vanilla client does not allow that size) load faster than any sculpts uploaded via the vanilla client. This is most likely caused by differences in the libraries used (SL uses the commercial JPG2000 client, SL Image Upload uses openjpg.)



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cel edman added a comment - 10/Oct/08 06:50 AM
Would save me a lot of headache, if (backwards) 256x256 is supported.
Makes as much sense as (backwards) supporting 128x128

For months uploading certain complex sculpties was only possible and render correct if they were uploaded at 256x256. I have used them a lot in my work and builds.


Qarl Linden added a comment - 17/Oct/08 10:17 AM
hey Cel, Aminom.

i apologize - i've been busy lately with other issues. i'll do my best to see this gets internally evaluated ASAP.

originally, i would have given this issue a "snowball's chance" at getting passed. but happily Chosen Few has proposed a great compromise solution: modify our UI to allow ONLY 64x64 sculpt-maps to be applied, and up the DL limit for all those sculpts which were created before that time. although it's still uncertain how LL will decide to go - i think we've got a much better chance of getting this new version passed.

i'll keep you posted.


cel edman added a comment - 17/Oct/08 01:10 PM
Convert all 128x128 or 256x256 (lossless) to 64x64 shapes. with plane/torus/sphere info intact would be best solution i guess. For all lossless sculpties?! for the moment?

Aminom Marvin added a comment - 24/Oct/08 11:11 AM
I'd just like to say that the 256x256 issue is quite big. Me and cel have sold metric tons of sculpts that used them in the past. Replacing them or resolving it would be a huge undertaking, and many customers just wouldn't know how to fix it. In addition, I'm positive that there's other sculpt designers that don't go to office hours who have used them, because using 256x256 was a common solution to the lossless bug before it was fixed.