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[BUG-227098] [BOM] Alpha Layering Issues on New Channels #5496

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sl-service-account opened this issue Jun 4, 2019 · 1 comment
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@sl-service-account
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sl-service-account commented Jun 4, 2019

What just happened?

When wearing a "universal" wearable with textures having transparent areas, the transparency of upper layers cuts through the lower layers in the "left" and "aux" channels. (i.e. it behaves similar to an "alpha" wearable on the original channels.) It occurs when the worn object is set to alpha blending or alpha masking. My guess is that the alpha values per pixel of each layer are being added together in the composite instead of each layer being considered separately.

What were you doing when it happened?

Wear an object showing the "left arm", "left foot" and/or any of the "aux" channels and then wear multiple "universal" wearables with the upper layers having transparent areas. Set the faces with bakes to "alpha blending" or "alpha masking."

What were you expecting to happen instead?

The transparency of any given layer shouldn't change the transparency of other layers.

Other information

The alphas will "burn through" layers even if the lower layer uses a 24-bit texture with no alpha channel. The original bake channels are still behaving normally.

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Original Jira Fields
Field Value
Issue BUG-227098
Summary [BOM] Alpha Layering Issues on New Channels
Type Bug
Priority Unset
Status Accepted
Resolution Accepted
Labels bakesonmesh
Reporter Theresa Tennyson (theresa.tennyson)
Created at 2019-06-04T14:57:46Z
Updated at 2019-06-07T19:09:58Z
{
  'Build Id': 'unset',
  'Business Unit': ['Platform'],
  'Date of First Response': '2019-06-07T12:33:59.745-0500',
  "Is there anything you'd like to add?": 'The alphas will "burn through" layers even if the lower layer uses a 24-bit texture with no alpha channel. The original bake channels are still behaving normally.',
  'ReOpened Count': 0.0,
  'Severity': 'Unset',
  'System': 'SL Viewer',
  'Target Viewer Version': 'viewer-development',
  'What just happened?': 'When wearing a "universal" wearable with textures having transparent areas, the transparency of upper layers cuts through the lower layers in the "left" and "aux" channels. (i.e. it behaves similar to an "alpha" wearable on the original channels.) It occurs when the worn object is set to alpha blending or alpha masking. My guess is that the alpha values per pixel of each layer are being added together in the composite instead of each layer being considered separately. ',
  'What were you doing when it happened?': 'Wear an object showing the "left arm", "left foot" and/or any of the "aux" channels and then wear multiple "universal" wearables with the upper layers having transparent areas. Set the faces with bakes to "alpha blending" or "alpha masking."',
  'What were you expecting to happen instead?': "The transparency of any given layer shouldn't change the transparency of other layers.",
  'Where': 'This behavior is on Aditi with the revised baking service for the new channels.',
}
@sl-service-account
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Kyle Linden commented at 2019-06-07T17:34:00Z, updated at 2019-06-07T19:09:16Z

Confirmed on main grid/Agni with Second Life Release 6.3.0.527701 (64bit)

  • Created two separate universal tattoos.

  • First universal contains all opaque textures

  • Second universal contains all transparent textures

    Observed that the transparent textures cause opaque textures to also become transparent.
    Also repros on Aditi, screen shot attached.

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