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Some alpha textures not rendering in 1.32.1.3 
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Joined: 2016-06-19 21:33:37
Posts: 353
Location: Columbus area, OH, USA
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While trying out the experimental branch, I notice that when PBR is on, textures with an alpha channel do not render. Toggling PBR off, will allow the textures to be seen. I have experienced this in many places with various objects, including the welcome area at Morris, Morris 9, 251, 41 - Welcome Area.
Viewer info:
Code:
Cool VL Viewer v1.32.1.3, May 11 2024 10:52:08
Release notes

CPU: AMD Ryzen 7 3700X 8-Core Processor (4325 MHz)
Memory: 64210MB
OS version: Linux-x86_64 v6.8.9-300.fc40.x86_64
Memory manager: jemalloc v5.3.1-20240502
Graphics: NVIDIA GEFORCE GTX 1080 TI/PCIE/SSE2
OpenGL version: 4.6.0 NVIDIA 550.67
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 7.47.0/OpenSSL 1.0.2u/zlib 1.3.0.zlib-ng
Browser plugin: Dullahan 1.13.2/CEF 123.0.7/Chromium 123.0.6312.46

Built with: GCC v8.3.0
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-4 -fno-var-tracking-assignments -fexceptions -fno-strict-aliasing -fvisibility=hidden -fsigned-char -m64 -mfpmath=sse -fno-math-errno -fno-trapping-math -pthread  -DLL_LINUX=1 -DLL_JEMALLOC=1 -DLL_FMOD=1 -DLL_OPENAL=1


Attachments:
File comment: Missing window pane texture
pavillion_roof.jpg
pavillion_roof.jpg [ 47.18 KiB | Viewed 145 times ]
File comment: Log
CoolVLViewer.zip [33.6 KiB]
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2024-05-11 12:54:20
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Joined: 2009-03-17 18:42:51
Posts: 5680
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It may happen that primitives "vanish" when your toggle PBR on: they may reappear by zooming far away, waiting a bit, and resetting the camera, and/or by toggling PBR on/off a couple times...

This is not specific to the experimental branch, neither to the Cool VL Viewer, but is a bug in LL's PBR renderer that has so far not been understood...

I have no trouble rendering the objects in the place you took the screen shot.


2024-05-11 13:11:50
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Joined: 2016-06-19 21:33:37
Posts: 353
Location: Columbus area, OH, USA
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Hmm...nothing I do seems to allow render for them. I can even produce it on a 'stock' cube and just set the alpha to 1. I'll keep experimenting but it only shows up in the new .3 version. .2 has been fine.


2024-05-11 13:19:23
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Joined: 2009-03-17 18:42:51
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ZaneZimer wrote:
it only shows up in the new .3 version. .2 has been fine.
Can you also reproduce it in v1.32.0.21 ?


2024-05-11 13:22:12
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Joined: 2009-03-17 18:42:51
Posts: 5680
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UPDATE: I could reproduce it, by enabling shadows...

I am currently investigating... Likely related with LL's changes to texture index channels usage.


2024-05-11 13:28:12
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Joined: 2016-06-19 21:33:37
Posts: 353
Location: Columbus area, OH, USA
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Henri Beauchamp wrote:
Can you also reproduce it in v1.32.0.21 ?
Yes, but not in .20. If I toggle shadows off while in PBR, the textures render but then disappear as soon as I select Sun & Moon or All Shadows, with PBR enabled.


2024-05-11 13:30:50
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Joined: 2009-03-17 18:42:51
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Try this: change the "RenderReservedTextureIndices" value to 10 (or even 11). This should fix the issue.

Still investigating, though...


2024-05-11 13:34:49
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Joined: 2016-06-19 21:33:37
Posts: 353
Location: Columbus area, OH, USA
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Henri Beauchamp wrote:
Try this: change the "RenderReservedTextureIndices" value to 10 (or even 11).
11 works. They disappear when set to 12 and above.


2024-05-11 13:40:56
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Joined: 2009-03-17 18:42:51
Posts: 5680
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Confirmed: LL's changes are bogus, and were not even really needed by my viewer (which already properly checked for texture index channels, even on starved-indices hardware).

Since I also found another bogus change (the PBR override erasing, which may cause overrides loss when the same object re-rezzes later on in the same session, e.g. in a neighbouring sim, depending on draw distance and camera FOVs), plus a couple typos, I am now rebuilding new emergency releases, to be published soon.


2024-05-11 13:59:49
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Joined: 2009-03-17 18:42:51
Posts: 5680
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Fixed releases published.


2024-05-11 14:51:44
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