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Alpha texture ordering issue? 
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Joined: 2016-06-19 21:33:37
Posts: 342
Location: Columbus area, OH, USA
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While trying out v1.30.2.21, I noticed something that might be related to the alpha ordering change. The image I'm including was taken at Caledon Oxbridge of the announcement boards in front of what I assume are slightly transparent windows of the lecture hall. I use ALM, all shadows and reflections on. Partial log also attached.

My info is
Code:
Cool VL Viewer v1.30.2.21, 64 bits, Jul 21 2023 08:55:46
Release notes

You are at 231782.5, 261521.6, 27.1  in Caledon Oxbridge located at
simhost-02329e0edf37d025f.agni.secondlife.io (34.216.206.198:13018)
Alias: ec2-34-216-206-198.us-west-2.compute.amazonaws.com
Second Life Server 2023-06-09.580543
Release notes

CPU: AMD Ryzen 7 3700X 8-Core Processor (4399 MHz)
Memory: 64206MB
OS version: Linux-x86_64 v6.3.12-200.fc38.x86_64 #1 SMP PREEMPT_DYNAMIC Thu Jul  6 04:05:18 UTC 2023
Memory manager: jemalloc v5.3.1-20230704
Graphics: NVIDIA GEFORCE GTX 1080 TI/PCIE/SSE2
OpenGL version: 4.6.0 NVIDIA 535.86.05
Detected VRAM: 11264MB
J2C decoder: OpenJPEG: 1.4.0.635f
Audio driver: OpenAL v1.1 ALSOFT 1.23.1 (OpenAL Soft: OpenAL Soft)
Networking backend: libcurl 7.64.1/OpenSSL 1.1.1n/zlib 1.2.11.zlib-ng/nghttp2 1.47.0
Browser plugin: Dullahan 1.13.1/CEF 115.3.3/Chromium 115.0.5790.40
Packets lost: 0/129901 (0.0%)

Built with: Clang/LLVM v16.0.6
Compiler-generated maths: AVX2.

Compile flags used for this build:
-O3 -fno-delete-null-pointer-checks -mno-retpoline -mno-retpoline-external-thunk -mno-lvi-cfi -mno-lvi-hardening -DNDEBUG -flto=thin -march=native -std=c++17 -fno-stack-protector -U_FORTIFY_SOURCE -fno-threadsafe-statics -fPIC -pipe -g -fexceptions -fno-strict-aliasing -fvisibility=hidden -fsigned-char -m64 -mfpmath=sse -fno-math-errno -fno-trapping-math -pthread -Wall -Wno-reorder -Werror -DLL_LINUX=1 -DLL_JEMALLOC=1 -DLL_OPENAL=1


Attachments:
CoolVLViewer.zip [46.15 KiB]
Downloaded 57 times
Alpha Gaps.jpg
Alpha Gaps.jpg [ 29.08 KiB | Viewed 1847 times ]
2023-07-21 19:35:39
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Joined: 2009-03-17 18:42:51
Posts: 5554
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This is just the "usual" alpha sorting issue between alpha blend textures, and was not solved (it just cannot be) by the change that went into v1.30.2.21, so it is "normal" that you are still seeing it...

The change only affected materials with a mix (piled materials) of alpha blending and alpha masking, which is obviously not the case here.


2023-07-21 22:49:08
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Joined: 2016-06-19 21:33:37
Posts: 342
Location: Columbus area, OH, USA
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Hmmm...OK. It just seemed different from previous visits. Perhaps my memory is faulty or that I didn't notice it before.


2023-07-21 23:40:48
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Joined: 2009-03-17 18:42:51
Posts: 5554
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ZaneZimer wrote:
Hmmm...OK. It just seemed different from previous visits. Perhaps my memory is faulty or that I didn't notice it before.

If you want to see by yourself how the viewer would behave without the fix, simply #define-out lines 6619 to 6623 of linden/indra/newview/llvovolume.cp, like so:
Code:
#if 0
         if (!is_opaque && !is_alpha)
         {
            is_alpha = true;
         }
#endif
And recompile...


2023-07-22 12:46:49
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Joined: 2016-06-19 21:33:37
Posts: 342
Location: Columbus area, OH, USA
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Henri Beauchamp wrote:
If you want to see by yourself how the viewer would behave without the fix...
Thanks. I may try it. Honestly, I think I just didn't notice how it looked in that region before or they changed something with their build. I have always known about and dealt with the alpha blending oddness. In fact an item I wear, I switched to mask to avoid it popping in and out of view.


2023-07-22 13:29:42
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