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[BUG-40757] Account for CTRL+0 zoom when mesh LOD is calculated #12388

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sl-service-account opened this issue Oct 23, 2016 · 0 comments
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sl-service-account commented Oct 23, 2016

How would you like the feature to work?

  • Currently when you zoom into a scene using CTRL+0, mesh & object LOD remain loaded at the lower LOD levels.

  • I would like to request the option to have both rigged & unrigged mesh LOD load the higher LOD levels when zooming into a scene using CTRL+0.

  • I presume this change would need to be optional because CTRL+0 zoom is used for LOD testing.
    A debug setting only option is fine.

    Why is this feature important to you? How would it benefit the community?

  • When taking SL snapshots or making a machinima, it is common to zoom into the scene using CTRL+0, rather then use "normal" camera zoom to work around the ugly fisheye effect.

  • Because the CTRL+0 zoom does not load LODs at the higher levels, you will often end up with broken looking mesh in the scene when you use it and have to crank up RenderVolumeLODFactor to a crazy high value to compensate.

  • This problem affects unrigged mesh rezzed inworld and unrigged mesh attachments the worst.

  • However with the changes coming to fix BUG-11627, it will also affect a lot more rigged mesh attachments.

    Please see attached images.

  • Fig 1 shows a scene zoomed in using CTRL+0 where you can see lots of the mesh is loaded at lower LODs and looks a mess.

  • Fig 2 shows the same scene using normal camera zoom with the mesh loaded at higher LODs.

  • Fig 3 shows a closeup of my avatar's head zoomed in using CTRL+0 - note the head decoration & collar are invisible (no lower LODs).

  • Fig 4 shows a close up of my head using normal camera zoom - note the ugly fisheye effect.

    Other Information

    Comments from Andrey ProductEngine on BUG-11627

    1. P.S. I still think that ctrl+0 might be bugged - distance passed to lod calculation is far bigger then visual distance, but this also might be intended behavior for lod testing.

    2. Actually at max zoom (ctrl + 0) avatar has holes even at release, and if this feature is so frequently used I recommend creating a feature request that will account for zoom when rigged mesh's lod is calculated. It is extremely easy to implement and shouldn't affect performance (at least not without zoom).

    3. About feature request: there is a note in code "DON'T Compensate for field of view changing on FOV zoom" on lod calculation, no idea why so, I suspect this zoom was originally made for Lod testing.

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Original Jira Fields
Field Value
Issue BUG-40757
Summary Account for CTRL+0 zoom when mesh LOD is calculated
Type New Feature Request
Priority Unset
Status Accepted
Resolution Accepted
Reporter Whirly Fizzle (whirly.fizzle)
Created at 2016-10-23T12:46:10Z
Updated at 2016-10-26T18:29:43Z
{
  'Business Unit': ['Platform'],
  'How would you like the feature to work?': '* Currently when you zoom into a scene using CTRL+0, mesh & object LOD remain loaded at the lower LOD levels.\r\n* I would like to request the option to have both rigged & unrigged mesh LOD load the higher LOD levels when zooming into a scene using CTRL+0.\r\n\r\n* I presume this change would need to be optional because CTRL+0 zoom is used for LOD testing.\r\nA debug setting only option is fine.',
  'ReOpened Count': 0.0,
  'Severity': 'Unset',
  'Target Viewer Version': 'viewer-development',
  'Why is this feature important to you? How would it benefit the community?': '* When taking SL snapshots or making a machinima, it is common to zoom into the scene using CTRL+0, rather then use "normal" camera zoom to work around the ugly fisheye effect.\r\n* Because the CTRL+0 zoom does not load LODs at the higher levels, you will often end up with broken looking mesh in the scene when you use it and have to crank up RenderVolumeLODFactor to a crazy high value to compensate.\r\n* This problem affects unrigged mesh rezzed inworld and unrigged mesh attachments the worst.\r\n* However with the changes coming to fix BUG-11627, it will also affect a lot more rigged mesh attachments.\r\n\r\nPlease see attached images.\r\n* *Fig 1* shows a scene zoomed in using CTRL+0 where you can see lots of the mesh is loaded at lower LODs and looks a mess.\r\n* *Fig 2* shows the same scene using normal camera zoom with the mesh loaded at higher LODs.\r\n* *Fig 3* shows a closeup of my avatar\'s head zoomed in using CTRL+0\r\n* *Fig 4* shows a close up of my head using normal camera zoom - note the ugly fisheye effect.\r\n\r\nh1. Other Information\r\n\r\nComments from  Andrey ProductEngine on BUG-11627\r\n\r\n{quote}\r\n1) P.S. I still think that ctrl+0 might be bugged - distance passed to lod calculation is far bigger then visual distance, but this also might be intended behavior for lod testing.\r\n\r\n2) Actually at max zoom (ctrl + 0) avatar has holes even at release, and if this feature is so frequently used I recommend creating a feature request that will account for zoom when rigged mesh\'s lod is calculated. It is extremely easy to implement and shouldn\'t affect performance (at least not without zoom).\r\n\r\n3) About feature request: there is a note in code "DON\'T Compensate for field of view changing on FOV zoom" on lod calculation, no idea why so, I suspect this zoom was originally made for Lod testing.\r\n\r\n{quote}\r\n\r\n',
}
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