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Sim Surround Not Rendering
http://sldev.free.fr/forum/viewtopic.php?f=4&t=1528
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Author:  Lycia_Undercroft [ 2015-05-31 06:21:42 ]
Post subject:  Sim Surround Not Rendering

Hi Henri,

I Thought I had accidentally deleted the sim-surround prim around Bad Kitten Stables but turns out its still there, but not rendering. I cleared everything I could, including the de-rendered object list, and even reinstalled. So either there is a new feature i don't understand, the reinstall failed to restore some settings, or there is a change and the viewer is no longer rendering the surrounding megaprims. I have been lazy updating so i cant tell you the exact version it appeared on, only that it was between version 1.26.12.36 and 1.26.12.42. Feel free to stop by the sim to see if it replicates for you. There should be a 'Yosemite' type full sim surround visible all around the island.

Thanks!
- Lycia

Author:  Henri Beauchamp [ 2015-05-31 09:55:38 ]
Post subject:  Re: Sim Surround Not Rendering

The problem is with the clamping of the objects size (currently clamped from 0 to 65536m in all dimensions)... Apparently that mega-mesh causes the prim extents to go negative... I expanded the lower limit to a negative value and it now works fine.

The fix will be part of next releases.

Author:  Lycia_Undercroft [ 2015-05-31 20:20:10 ]
Post subject:  Re: Sim Surround Not Rendering

Wow, that was fast and who would have expected negative size value... weird stuff. Anyway, Thanks for the Fix, and thanks for maintaining your viewer, its still my favorite!

Author:  Henri Beauchamp [ 2015-05-31 21:45:28 ]
Post subject:  Re: Sim Surround Not Rendering

Lycia_Undercroft wrote:
Wow, that was fast and who would have expected negative size value...
The negative value was the extent (i.e. the size added to the region coordinates), not the size itself... Ironically, that clamping code is also part of LL's viewer but because of a bug in it, the clamped values are not taken into account... When I fixed LL's bug, I hit another (the extent should be allowed to go negative, obviously, instead of being clamped to 0).

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