[BUG-5978] Rendering problems with Project Interesting viewer #13880
Comments
Whirly Fizzle commented at 2014-05-10T15:18:58Z For #2, ref BUG-4752 and BUG-4163 |
Whirly Fizzle commented at 2014-05-10T16:08:54Z, updated at 2014-05-10T16:11:01Z Heya ChinRey, Please can you go to the top menu bar of the viewer, Help -> About Secondlife, click the copy to clipboard button and then paste all your system information into a comment here. 1. Close textures going out of focus.
2. Objects failing to render Refer to the comments on issue BUG-4163 for the info LL asked for.
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Whirly Fizzle commented at 2014-05-10T16:25:36Z, updated at 2014-05-10T16:38:20Z Huh, I cant see anywhere where the region grid coordinates are exposed in the viewer UI. default
{
state_entry()
{
}
touch_start(integer ana)
{
string message;
float xxx;
float yyy;
vector corner = llGetRegionCorner();
xxx = corner.x/256;
yyy = corner.y/256;
message ="objects_"+(string)((integer)(xxx))+"_"+(string)((integer)(yyy))+".slc";
llOwnerSay(message);
}
} This will give you the numbers for the correct slc file. |
MartinRJ Fayray commented at 2014-05-14T00:22:57Z The global coordinates are visible under Help->About Second Life
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Whirly Fizzle commented at 2014-05-14T00:34:37Z, updated at 2014-05-14T00:45:51Z No, these are different coords. eg) Testylvania sandbox shows "global coordinates 332,659.0, 306,270.0, 21.6" in Help -> About. On Firestorm the grid position displays under Region/Estate -> Region under the Estate ID. On the official viewer I can't find them anywhere ETA: Found it, Admin -> God Tools -> Region |
MartinRJ Fayray commented at 2014-05-14T01:03:44Z
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Whirly Fizzle commented at 2014-05-14T01:05:42Z Ahhh! Ty Martin <3 |
Whirly Fizzle commented at 2014-05-14T21:58:00Z, updated at 2014-05-14T22:56:07Z After spending more time using the Interesting viewer, I am also seeing the "Close textures going out of focus" problem. Demo video: http://www.screencast.com/t/gBS4oijMv Logs from this session attached - Whirly_logs.zip Second Life 3.7.8 (289922) May 9 2014 17:10:49 (Second Life Release)
Release Notes
You are at 115.0, 94.0, 21.6 in Testylvania Sandbox located at sim9298.agni.lindenlab.com (216.82.42.234:12035)
SLURL: http://maps.secondlife.com/secondlife/Testylvania%20Sandbox/115/94/22
(global coordinates 332,659.0, 306,270.0, 21.6)
Second Life Server 14.04.16.289178
Release Notes
CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (3491.92 MHz)
Memory: 16268 MB
OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 750/PCIe/SSE2
Windows Graphics Driver Version: 9.18.0013.3750
OpenGL Version: 4.4.0
libcurl Version: libcurl/7.24.0 OpenSSL/0.9.8q zlib/1.2.5
J2C Decoder Version: KDU v7.0
Audio Driver Version: FMOD Ex 4.44.31
Qt Webkit Version: 4.7.1 (version number hard-coded)
Voice Server Version: Vivox 4.6.0009.20030
Built with MSVC version 1600
Packets Lost: 0/0 (-1.0%) |
ChinRey commented at 2015-03-24T04:28:07Z, updated at 2015-03-24T04:32:51Z I see this JIRA has been dormant for almost a year now while the problem has grown steadily worse. :-( I'm not sure if this info helps pinning down the cause. Probably not but just in case: Right now my avatar is standing on an almost empty work platform 2000 m in the air above Coniston: http://maps.secondlife.com/secondlife/Coniston/73/212/2000
So it's obvious the complexity of the scene doesn't matter. Project Interesting texture thrashing happens anyway. There is absolutely no way this scene could even have been even close to filling up my 512 MB texture cache yet the viewer kept thrashing necessary textures to make room for - something. Watching the texture console, it seemed to me that the list of textures it was loading seemed much longer than the actual number of textures peresent in the scene. So I did a test: I made a copy of the platform, moved it up to 3900 m, removed all textures from it, removed everything from my avatar and stood right in the middle of it. Even in this completely blank and static scene the texture console showed that my viewer was busy loading textures. It seems obvious that what happens is that the viewer is so busy rendering objects outside the draw distance it doesn't have enough time or resources available to handle the actual scene - exactly the opposite of what Project Interesting was supposed to do. Second Life 3.8.0 (299338) Feb 24 2015 18:44:39 (Second Life Release) You are at 70.8, 211.3, 2,000.6 in Coniston located at nolink>sim10479.agni.lindenlab.com (216.82.51.185:13007) CPU: Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz (3192.6 MHz) Windows Graphics Driver Version: 8.17.0010.1230 libcurl Version: libcurl/7.38.0 OpenSSL/1.0.1h zlib/1.2.8 |
ChinRey commented at 2015-04-01T18:51:09Z One final comment. A few days ago Nalates Urriah posted some interesting info in a thread about texture thrashing on the SL forum: |
Steps to Reproduce
Building, exploring ... everything. It happens all the time
Actual Behavior
Project Interesting may be the most important new feature in SL recently and most of the time it's a great improvement. There seem to be a few bugs that need to be ironed out though:
Close textures going out of focus.
Textures on large and close objects - exactly the objects Intersting is supposed to prioritize - have a tendency to shift in and out of focus seemingly at random. This is of course particularly troublesome when I'm working with aligning textures and when I'm trying to find a texture in a texture organizer. But it's rather annoying all the time.
Objects failing to render
Sometimes objects fail to render at all.
Reduced Mesh LOD
Project Interesting causes mesh objects to stay at the low and mid resolution models at much closer range than they used to. This means that many existing mesh objects that used to be good quality now have to be regarded as broken.
Expected Behavior
I expect textures and objects to render just as well with Interesting as without.
Other information
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