Details
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Defect
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Status: Open
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Unset
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Resolution: Unresolved
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None
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None
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None
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Affects all viewers for many years.
Second Life 4.0.8.319463 (Second Life Release)
Release Notes
You are at 118.1, 173.6, 92.0 in Pak located at sim10222.agni.lindenlab.com (216.82.49.144:13020)
SLURL: http://maps.secondlife.com/secondlife/Pak/118/174/92
(global coordinates 264,054.0, 234,670.0, 92.0)
Second Life RC BlueSteel 16.09.23.320027
Retrieving...
CPU: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (3999.98 MHz)
Memory: 16311 MB
OS Version: Microsoft Windows 8 64-bit (Build 9200) compatibility mode. real ver: 10.0 (Build 10586)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 980/PCIe/SSE2
Windows Graphics Driver Version: 21.21.0013.6909
OpenGL Version: 4.5.0 NVIDIA 369.09
J2C Decoder Version: KDU v7.2
Audio Driver Version: FMOD Ex 4.44.31
LLCEFLib/CEF Version: 1.5.3-(CEF-WIN-3.2526.1347-32)
Voice Server Version: Vivox 4.6.0017.22050
Packets Lost: 1/316,368 (0.0%)
October 02 2016 06:57:28Affects all viewers for many years. Second Life 4.0.8.319463 (Second Life Release) Release Notes You are at 118.1, 173.6, 92.0 in Pak located at sim10222.agni.lindenlab.com (216.82.49.144:13020) SLURL: http://maps.secondlife.com/secondlife/Pak/118/174/92 (global coordinates 264,054.0, 234,670.0, 92.0) Second Life RC BlueSteel 16.09.23.320027 Retrieving... CPU: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (3999.98 MHz) Memory: 16311 MB OS Version: Microsoft Windows 8 64-bit (Build 9200) compatibility mode. real ver: 10.0 (Build 10586) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTX 980/PCIe/SSE2 Windows Graphics Driver Version: 21.21.0013.6909 OpenGL Version: 4.5.0 NVIDIA 369.09 J2C Decoder Version: KDU v7.2 Audio Driver Version: FMOD Ex 4.44.31 LLCEFLib/CEF Version: 1.5.3-(CEF-WIN-3.2526.1347-32) Voice Server Version: Vivox 4.6.0017.22050 Packets Lost: 1/316,368 (0.0%) October 02 2016 06:57:28
Description
Steps to Reproduce
Create meshes of identical size with differing numbers of faces. To make the issue obvious the Z dimension should be dominant. I have pre-created assets on aditi whcih are the ones shown in the images of the blog linked (http://beqsother.blogspot.co.uk/2016/10/bug-hunting-fixing-ancient-lod-issue.html)
- face Aditi asset UUID
1 face 1d71cddb-59c5-4555-7789-7ffbdd7330a1
2 face b512d9ba-7c40-13b5-2911-db561c728f5f
3 face d3e37524-c53f-d4f2-328c-0971bf645521
4 face cf5f8206-9de5-dc28-06a5-f544f285d8de
5 face 6c60ffd2-baba-c52b-5a76-1b67bdbc0f9a
6 face bcfbf6d5-047a-d5a2-2a67-e5966921ef13
7 face fa6b61c0-5e7a-fc38-1435-cc1692152a4e
8 face 2fbd426d-9e87-2b34-d388-336b89d25c73
Line them all up and (optionally) with your LOD factor set to 1 to make the LOD shift happen sooner pull the camera back. The meshes with 3 and 4 faces should crumple immediately followed by the 5,6,7 and 8 face meshes that will crumple slightly earlier than the remaining 1 and 2 face meshes.
https://gyazo.com/63f3a72cfcf3570528913efc0885ac94
There are 3 different results for the LODBias depending on the number of material faces, as this is clearly arbitrary and has nothing to do with geometry it must be considered a bug. The table of results by material count is as follows.
- faces BIAS
1 <0.6,0.6,0.6>
2 <0.6,0.6,0.6>
3 <0.6,0.6,0.0>
4 <0.6,0.6,0.0>
5 <0.5,0.5,0.5>
6 <0.5,0.5,0.5>
7 <0.5,0.5,0.5>
8 <0.5,0.5,0.5>
Actual Behavior
First reported in 2011, a bug exists that results in different (and generally incorrect) LOD radius being used for Meshes depending upon the number of material faces. I have linked a number of the associated reports some of which are no longer accessible to non-Lindens.
A recent example of the bug can be found documented in my blog from July http://beqsother.blogspot.co.uk/2016/07/tell-your-friends-old-bug-that-people.html
Visually is is best seen in this image
https://i.gyazo.com/690d132247bc8ac904600126bedd2233.gif
Expected Behavior
As the LOD is dictated by the bounding box of the object, and not any other arbirtary detail, all mesh objects of the same scale should LOD identically.
Arguably the correct bias is that shown for 5,6,7,8 as this would give half of the long diagonal of the object bounding box.
Other information
I have a fix available but I cannot yet submit until https://jira.secondlife.com/browse/BUG-40625 has been resolved and I have completed the form.
In the fix I force all mesh to have a bias equivalent to the existing behaviour for 1 and 2 material meshes as this ensures that no Mesh is adversely affected. However I suspect that strictly correct behaviour is to move everything to the 0.5 all axis bias seen on 5,6,7 & 8 material face meshes.
You can read details of the fix in my blog. http://beqsother.blogspot.co.uk/2016/10/bug-hunting-fixing-ancient-lod-issue.html
Attachments
Issue Links
- related
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STORM-2139 Render Metadata->LOD Info is broken on all "recent" viewer versions
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- Open
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- links to