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Mr Greggan added a comment - 15/Apr/07 12:26 AM
I also find this very annoying. I spend too much time when building or editing dealing with this. I see no reason for the camera to spin and re-orient itself when I zoom in or out, or center an object on the screen. I rotated the camera angle the way I wanted it, don't decide for me how it should be rotated.
I know what's being referred to here – if anyone's captured a video bug repro (good idea for a very visual issue like this), please attach it. This can be tough to understand from words alone.
anyone who builds and uses the alt-zoom knows of this bug. sometimes it is a wild reorientation of the point of view (180 degrees) sometimes it's mild (10 degrees). it's not always in the same direction (clockwise/anti-clockwise) and it seems to be worse when zoomed in real close. all it takes is to click the mouse (this is of course with the alt key down) without moving it to have this happen. it's not because of slight movement of the mouse when you click down it's when the mouse is NOT moved that the camera view is rotated. i tried it with a my optical mouse off the desk so there would be no possibility for my button pressing moving the mouse. yeah, go figure. the initial click without any movement of the mouse rotates the camera.
This, or something similar happened to me last night. I was using the arrow keys to pan the camera (was sitting) and suddenly i was stuck in rotating camera mode. No amount of clicking or mousing seem to do anything. I had to sit somewhere else and then it finally quit rotating. LOL, it made me dizzy to watch. I don't know that I could recreate it. I don't think I hit any special keys or anything, it just went wonky and started spinning out of control like I had hopped my camera on a merry go round.
interesting but unrelated starsong, this is an absolutely recreate-able "feature".
I have a video repro of this bug. Have to add sound to it and edit a bit, then I'll upload and share with you.
One thing I can add: this also seems to be happening if you've used your cam controls to get in a tiny place and try to look around. Haven't recorded that yet, but will add it to the video if I have by then. Video of the self-rotating camera. Please excuse my terrible narration :|
Should be MPEG-4. this has absolutely nothing to do with web-100
it seems to me that lex neva's account may have been compromised. The patch on VWR-1286 should fix this also.
I think I have the same or similar thing happening in
There is a similar issue which manifests itself when using the newer 8.X version of the ATI video drivers. However it's not intermittent, it is a permant breakage of the Alt-Cam functionality. Reverting back to 7.10 drivers solves this. How many reporting this issue are using ATI I wonder?
See this thread: http://forums.secondlife.com/showthread.php?t=243543 Im having similar issues with the use of camera view inworld. Whenever i try to use it my view just spins really hard in such a way it is impossible for me to use. I have reinstalled sl, that didnt work. I have tried using another mouse..that didnt work either. Im getting kind of desperate here.. Liz
Ok.. problem for me is finally solved... :
It's important to clear out temporary Second Life files (such as the cache) when reinstalling. Here's the process: Open c:\Documents and Settings(yourusername)\Local Settings and delete the contents of your Temp folder. This append to me too.
I ubmit a ticket and the response was "we cant reproduce the bug" so.. I see this post and found the solution with out delete all second life related files, I did this: in C:\Documents and Settings(yourusername)\Program data\SecondLife\user_settings\settings_(secondlife version).xml I open that file and search for this value: <!- <RenderReflectionDetail value="3"/> and replace the value "3" to " 0 ". <RenderReflectionDetail value="0"/> then save the file and relog to second life. The camera was ok now! So I try to figured out how this happend and find in the debug pannel the option RenderDinamycReflection set in "FALSE" if I put this value to "TRUE" the reflection effects was AWESOME! but the camera is borked again note: I tested with some friends with others grafics cards and this append to them too. From reading these reports i see that this issue has been present with some for a while now and was presumed resloved... well its BACK .. i just downloaded 1.20.15 and I am experiencing it now for the first time. It is manifesting its self ... 1 mouse click will ste the mouse to spinning it also does the same thing with zoom if u attempt to zoom in the mouse will just continue to zoom zoom zoom past the object u have targeted. This is extremely irritating and nuisance for building.
I wasn't aware that it was patched. I was still using 1.18 until recently, and now I'm using 1.20.14 and I still have this problem. If it was patched and then unpatched I didn't notice.
I'm still having this problem in 1.20.14 edit: Just tried 1.20.15 and still having trouble there, too. I have this problem on non-hollow prims. Always have. Three different (nVidia) graphics cards, different drivers over a period of a year and a half, two different motherboards, three different processors, an OS upgrade (XP -> Xp Pro). Same problem has persisted. Exactly as the video with the trees shows. I can't reliably reproduce this starting from a default cube, but here's something similar I can reliably reproduce, and maybe the described bug is the same issue...
Rez a default cube. Alt-zoom so that you are looking at it from the top. Square it up on your screen. Now Alt-click to one side of the top face. The camera spins 90 degrees. Do this again. And again. It reliably spins 90 degrees (for me). Now alt-click the opposite side of the top face from where you last clicked. The camera spins 180 degrees. Reliably, again and again (for me). I'll see if I can come up with an easy repro where the camera spins to the other side of the object. Repro!
Rez a default cube. Raise it off the ground. Change its X & Y dimensions to 0.05, leaving Z at 0.5. Zoom in close and square the camera up on the top. Now control-alt-click and rotate the camera around to the bottom, zooming out a bit as needed because the prim is longer in the Z dimension. You're now looking at the bottom. Now alt-click the center of the prim. Camera spins to the top. Alt-click the top and the camera spins to the bottom. I just tried this with a cube 10 times as large (0.5,0.5,5.0) and get the same results, so it's the shape and not the size that matters. Starting with a cube that is only slightly longer in one dimension I can't reproduce, but as I get closer to 10-to-1 ratio it becomes more and more reliable. |
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