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Odd semi-transparency on some avatars 
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Joined: 2016-06-19 21:33:37
Posts: 280
Location: Columbus area, OH, USA
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Cool VL Viewer v1.30.0.11, 64 bits, Aug  6 2022 10:18:56
Release notes

You are at 255241.9, 256507.3, 41.4  in Morris located at
simhost-0f8f2d1e4392ffc25.agni.secondlife.io (35.90.43.56:13008)
Alias: ec2-35-90-43-56.us-west-2.compute.amazonaws.com
Second Life Server 2022-07-07.573176
Release notes

CPU: AMD Ryzen 7 3700X 8-Core Processor (3600 MHz)
Memory: 64222MB
OS version: Linux-x86_64 v5.18.16-200.fc36.x86_64 #1 SMP PREEMPT_DYNAMIC Wed Aug 3 15:44:49 UTC 2022
Memory manager: jemalloc v5.3.1-20220520
Graphics card vendor: NVIDIA Corporation
Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2
OpenGL version: 4.6.0 NVIDIA 515.65.01
Detected VRAM: 11264MB
J2C decoder: OpenJPEG: 1.4.0.635f
Audio driver: OpenAL v1.1 ALSOFT 1.21.1 (OpenAL Soft: OpenAL Soft)
Networking backend: libcurl 7.47.0/OpenSSL 1.0.2u/zlib 1.2.11.zlib-ng
Embedded browser: Dullahan 1.13.0/CEF 104.4.16/Chromium 104.0.5112.81
Packets lost: 0/1054 (0.0%)

Built with: GCC v7.5.0
Compiler-generated maths: SSE2.

Compile flags used for this build:
-O3 -fno-delete-null-pointer-checks -fno-ipa-cp-clone -fno-align-labels -fno-align-loops -fsched-pressure -frename-registers -fweb -fira-hoist-pressure -DNDEBUG -std=c++17 -fno-stack-protector -U_FORTIFY_SOURCE -fno-threadsafe-statics -fPIC -pipe -g -gdwarf -gstrict-dwarf -fno-var-tracking-assignments -fexceptions -fno-strict-aliasing -fvisibility=hidden -fsigned-char -m64 -mfpmath=sse -fno-math-errno -fno-trapping-math -pthread -Wall -Wno-reorder -Wno-deprecated-declarations -Werror -DLL_LINUX=1 -DLL_JEMALLOC=1 -DLL_PHMAP=1 -DLL_FMOD=1 -DLL_OPENAL=1 -DXML_STATIC

I have experienced an odd effect when viewing some (system?) avatars when the view intersects with sky. I have added an image to illustrate the phenomenon. *Toggling the new Render Invisiprims doesn't seem to be related.


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semi-transparent_avatar.jpg
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2022-08-07 18:25:56
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Joined: 2009-03-17 18:42:51
Posts: 5023
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ZaneZimer wrote:
I have experienced an odd effect when viewing some (system?) avatars when the view intersects with sky.
Darn...

ZaneZimer wrote:
Toggling the new Render Invisiprims doesn't seem to be related.
Yet, this is indeed the invisprim code change that introduced this bug... There are two bugs actually:
The first is due to the (inappropriate) simplification I did by calling LLDrawPoolInvisible::render() from LLDrawPoolInvisible::renderDeferred(), because I did not notice the gGL.setColorMask(true, true) in the latter (instead of false in the former). The second bug is that gGL.setColorMask(true, true) must still be called from LLDrawPoolInvisible::renderDeferred() whenever insiprims rendering is disabled...

I'm going to publish a fixed version later today since it also affects other stuff than just legacy avatars in a sky background...


2022-08-07 19:53:30
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Joined: 2016-06-19 21:33:37
Posts: 280
Location: Columbus area, OH, USA
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Henri Beauchamp wrote:
I'm going to publish a fixed version later today since it also affects other stuff than just legacy avatars in a sky background...
Thanks for the new version. I have verified that I no longer see that behavior.


2022-08-07 22:30:44
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