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[BUG-9439] When certain objects are rezzed, they cause other nearby objects (including default prims) to render invisible #16942

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sl-service-account opened this issue Jun 10, 2015 · 5 comments

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@sl-service-account
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sl-service-account commented Jun 10, 2015

This one is difficult to explain, so bear with me :)

  • Note: This does not appear to be a viewer-interesting type bug where objects can sometimes fail to render intermittantly.
    This is 100% reproducible for multiple people.

  • When several of the "8f8 - primavera in Toscana" bags are rezzed in an area, this causes other objects rezzed close by to turn invisible.

  • Freshly rezzed default prims, sculpted prims and mesh objects are affected.

  • The severity of the problem depends on what you have RenderVolumeLODFactor set to in the viewer. The higher the setting the more severe the problem is.

  • The default RenderVolumeLODFactor setting on Ultra graphics is 2.0, which is high enough to reproduce the problem.

  • When the repro objects are removed from the scene, the problem disappears instantly for any RenderVolumeLODFactor setting.

    Steps to Reproduce - Part 1

  • Set RenderVolumeLODFactor to 4.0
    Advanced -> Debug Settings -> RenderVolumeLODFactor
    Note that this is above the default setting for any graphics settings on the LL viewer but many people crank their RenderVolumeLODFactor to 4.0.
    The problem is very easily seen at this setting so lets start there.

  • Note that the graphics quality setting does not matter - bug reproduces for all combinations of shaders.

  • Teleport to the repro scene at http://maps.secondlife.com/secondlife/Testylvania%20Sandbox/53/182/1505

  • Here you will see a cluster of green bags, "8f8 - primavera in Toscana" - the bags are the objects that cause the problem.

  • Zoom camera view in and out and observe which objects in the scene are visible.

  • Rez a default cube on the platform and observe whether you can see it.

    Observed Behaviour

  • Most objects in the scene will be invisible when camera view is at close and mid distance ranges.

  • When camera view is zoomed right out, the invisible objects will render.

  • When camera view is zoomed closer again, the objects will be invisible.

  • See the Fig 1 gif attached.

  • When you rez a default cube on the platform it will be invisible.

  • You can see the cubes selection outlines when held in edit but not the actual cube.

  • If you zoom camera view out, the cube will render.

  • If you zoom the camera view in again, the cube will be invisible.

  • See Fig 2 attached.

    Steps to Reproduce - Part 2

  • Now set RenderVolumeLODFactor to 2.0.
    This is the default setting when using the Ultra graphics setting.
    When RenderVolumeLODFactor is set to 2.0, the same problem reproduces but you must have camera view zoomed in closer to see the bug.

  • Focus camera view on the blue default prim - see {}Fig 3{}.

  • Zoom camera view in towards the plants sitting on the purple prim.

  • Zoom camera view out again.

  • Set RenderVolumeLODFactor to 1.0 and repeat.

    Observed Behaviour

  • Even when RenderVolumeLODFactor is set down to 2.0, objects in the scene disappear when camera view is moved closer.

  • See Fig 4 attached - some of the green bags, the blue prim and the prims around the plants are invisible.

  • When RenderVolumeLODFactor is set to 1.0, this stops the objects turning invisible when camera view is closer but when camera view is moved further away, the mesh objects in the scene collapse and look crap.

    Expected Behaviour

    Objects in the scene should remain visible, especially at closer camera zooms.

    Other Information

  • If you remove the repro green bags from the scene, or reduce their number down to ~5, the problem no longer reproduces.

  • The repro bags have a pretty high vertex & index count.
    Is there some throttling of what gets rendered in the scene going on because of that?

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Original Jira Fields
Field Value
Issue BUG-9439
Summary When certain objects are rezzed, they cause other nearby objects (including default prims) to render invisible
Type Bug
Priority Unset
Status Closed
Resolution Expected Behavior
Reporter Whirly Fizzle (whirly.fizzle)
Created at 2015-06-10T23:44:27Z
Updated at 2023-07-20T23:24:47Z
{
  'Business Unit': ['Platform'],
  'Date of First Response': '2019-08-14T11:39:29.196-0500',
  'Severity': 'Unset',
  'System': 'SL Viewer',
  'Target Viewer Version': 'viewer-development',
  'What just happened?': '...',
  'What were you doing when it happened?': 'Filling in...',
  'What were you expecting to happen instead?': '...',
  'Where': 'Repro set up at: http://maps.secondlife.com/secondlife/Testylvania%20Sandbox/53/182/1505',
}
@sl-service-account
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Whirly Fizzle commented at 2015-06-15T02:04:18Z, updated at 2015-06-15T02:24:31Z

Another Resident (Fallon Claymore) contacted Firestorm support today having problems with objects turning invisible while she was trying to set up a RP scene.
We went to have a look and it turned out to be a case of this bug.

Even at RenderVolumeLODFactor of 1.0, some of the objects including freshly rezzed default prims would render invisible unless cammed away.
I reproduced the same on Second Life 3.7.30 (302599) Jun 12 2015 08:53:15 (Second Life Release).
The effect was worse the higher the setting of RenderVolumeLODFactor.
When RenderVolumeLODFactor was at 2.0 (default on Ultra), half the scene was invisible.

All the objects in the scene were 8f8 objects again, but different ones to the repro bags given above.
It was a collection of 8f8 fruit and vegtables, for example:
39 - 8f8 - Green Grocers - Salad Crate
40 - 8f8 - Green Grocers - Pea Crate
38 - 8f8 - Green Grocers - Pear Crate
38 - 8f8 - Green Grocers - Potato Crate

Invisible in edit mode: http://prntscr.com/7h29n2
Invisible out of edit mode: http://prntscr.com/7h29xr
I had to drop LOD to 1.0 or lower to see this one: http://prntscr.com/7h2ag7

Gif showing the box visible at LOD 1.0 and invisible at LOD 2.0: http://gyazo.com/2723b03fc2d7ad80f4e554f7f63db055

Wireframe view of the scene (note that half of the fruit & veg doesnt even show in wireframe view either): http://i.imgur.com/4xIh4oJ.jpg
All images & gif taken on Second Life 3.7.30 (302599) Jun 12 2015 08:53:15 (Second Life Release)

When Fallon picked up all the 8f8 meshes, the problem went away and other nearby objects, including default prims were once again visible.

Also to note, this bug report was filed after helping another Firestorm user who complained about a "voodoo spot" on her region where any objects she rezzed or moved there turned invisible.
Troublshooting narrowed the effect down to the 8f8 mesh bags being in the scene.

Whats so special about these 8f8 meshes?

@sl-service-account
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Whirly Fizzle commented at 2015-10-11T18:43:13Z

Note to self: "BUG-9439 Cruiser Tyrant Class" is a better repro object.

@sl-service-account
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Whirly Fizzle commented at 2016-10-18T05:45:57Z

Just stumbled on issue BUG-1509
I think this is the same issue.

Runitai Linden added a comment - 01/Feb/13 7:22 PM

You've run up against a performance/stability fence in the viewer:

Grouping multiple millions of triangles close together is making the viewer run out of memory for that spatial partition node. The threshold is controlled by a debug setting "RenderMaxNodeSize" and defaults to 64MB per node.

The triangle count is just unreasonably high – you'll need to remove some triangles from the high LoD if you want to group multiple lilacs together.

@sl-service-account
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Whirly Fizzle commented at 2016-10-18T05:51:15Z, updated at 2016-10-18T05:52:32Z

So I guess a workaround for this problem for bloggers who need to get a snapshot of a highly detailed scene with affected objects in it would be to temporarily raise the RenderMaxNodeSize debug setting.
It's usually bloggers we see complaining about this issue as they set up very intricate and detailed scenes with many high poly meshes.

@sl-service-account
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Kyle Linden commented at 2019-08-14T16:39:29Z

This is officially expected behavior.
Anyone encountering this effect should optimize their meshes and avoid such triangle density.

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