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Strange texture rendering / transformation when zooming 
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Joined: 2009-03-17 18:42:51
Posts: 5548
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And, about the screenshots, asking again:

Do you have a landmark/location for this, please ? I will try to reproduce it myself over there (though, I never saw such a thing)...

EDIT: OK, got your LM in-world... Seeing nothing wrong with the Linux viewer. Will try Windows later...


2019-10-29 18:48:34
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Joined: 2016-06-19 21:33:37
Posts: 342
Location: Columbus area, OH, USA
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I apologize in advance if I'm adding 'noise' to this conversation and that what I'm seeing isn't related. I haven't been able to consistently repro this issue, but it did occur again for me this morning. My AV was standing idle and I wasn't actively doing anything in the viewer, when many elements of the scene flashed and appeared to refresh. After that moment, when my AV faced particular directions, some textures exhibit a similar condition as Kathrine reports. I have captured images from just a few degrees of rotation in my AV. They are: https://ibb.co/4Y7hx5g and https://ibb.co/9bxmt7j. Something I hadn't noticed before is how the name tags also become corrupt in addition to my wings, the clouds and the skylight windows of the pavilions. It seems, for me, only textures with transparency are affected. I'm including my log, but it doesn't really contain anything of note at the time the scene flashed/refresh (~12:09). If I continue to rotate my AV, the textures also appear to rotate until I pass a certain point at which they return to normal for the rest of the 360 degrees of the view. They are corrupt only for a narrow slice of the full view. TPing to a new location, seems to reset everything.


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2019-10-30 12:41:08
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Joined: 2009-03-17 18:42:51
Posts: 5548
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I see a potential culprit in the log:
Code:
2019-10-30T12:20:09Z WARNING: LLDrawPoolAlpha::renderAlpha: ONCE: Missing required components, skipping render batch. Expected mask: 0x115f - Masked vertext buffer type: 0x1057

Apparently, while LL's viewer is doing the same thing as mine (or rather the other way around), aborting the rendering in such cases, and simply marked this unsolved issue with a "FIXME" comment in their code, Singularity got the abortion branch disabled and is rendering the batched group nonetheless... I'm testing the latter approach right now, and will give a pointer at the needed change to Kathrine so that she can test it too (since I'm not seeing this issue happening here, I can only verify that the new approach does not cause bad side effects).


2019-10-30 13:13:22
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Joined: 2011-10-07 10:39:20
Posts: 181
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Did not see any of the issues with a new patched viewer yet. So maybe you found it. Thanks.


2019-10-31 14:04:35
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Joined: 2009-03-17 18:42:51
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kathrine wrote:
Did not see any of the issues with a new patched viewer yet. So maybe you found it. Thanks.

Good news... Let's still cross fingers, just in case... :-D


2019-10-31 14:08:57
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Joined: 2009-03-17 18:42:51
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This bug still happens with the current releases (it is apparently related to some very specific avatar attachments, thus why it is not seen often enough and so hard to reproduce).

The good news is that I finally found the culprit code and fixed it for next release !


2019-11-06 14:18:55
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Joined: 2011-10-07 10:39:20
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Great! Thank you Henri. Seeing forward to it.


2019-11-06 18:50:00
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