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Occlusion Glitch? 
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Joined: 2009-09-08 01:27:46
Posts: 172
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The past few releases of Cool VL Viewer, I've been noticing an apparent occlusion issue, though it occurs even if Object-Object Occlusion gets turned off. Several sculpted prims in the mountain caves on my sim fail to rez/render properly. Most of the time, right-clicking onto their known position will cause them to rez, while a few others do not. Instead, when right clicked their yellow outline appears, but the prim itself doesn't. This second aspect is random.

This problem appears in a few areas on my sim at InWorldz:
The front of the caves: http://slurl.com/secondlife/Isla%20Draconia/135/125/24
The back of the caves: http://slurl.com/secondlife/Isla%20Draconia/187/89/26

However, the problem does not reproduce if your initial login location is within view of these spots. Here's the steps I used to reproduce the issue:

1) Login and teleport to http://slurl.com/secondlife/Isla%20Draconia/71/166/1354
2) Relog, and then wait for the region to finish loading (usually when bandwidth usage drops below 200kbps)
3) Teleport down to any of the two locations mentioned above.


System Info:
Code:
Cool VL Viewer 1.26.2 (11) Dec 24 2011 15:12:15 (Cool VL Viewer)
Release Notes

Built with GCC version 40102

You are at 245284.3, 235914.3, 26.6 in Isla Draconia located at  (216.75.36.102:9020)
InWorldz 0.6.5 R1362

CPU: AMD Phenom(tm) II X4 970 Processor (3500 MHz)
Memory: 7989 MB
OS Version: Linux 3.1.6-1-ck #1 SMP PREEMPT Wed Dec 21 18:14:58 EST 2011 x86_64
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 460/PCI/SSE2
OpenGL Version: 4.2.0 NVIDIA 290.10

libcurl Version: libcurl/7.20.1 OpenSSL/0.9.7c zlib/1.2.3.3 c-ares/1.7.1
J2C Decoder Version: KDU
Audio Driver Version: OpenAL, version 1.1 ALSOFT 1.10.622 / OpenAL Community / OpenAL Soft: PulseAudio Software
Qt Webkit Version: 4.7.1 (version number hard-coded)
Packets Lost: 11/297360 (0.0%)


2012-01-02 00:27:18
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Joined: 2009-03-17 18:42:51
Posts: 6043
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Clicking on the SLURLs, I get: "This region may no longer exist, but please double check your spelling and coordinates to make sure there aren’t any errors and try again."


2012-01-02 08:32:25
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Joined: 2009-09-08 01:27:46
Posts: 172
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Are you using them at InWorldz? You may need to copy and paste them into a chat window in the viewer as well.


2012-01-02 10:01:13
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Joined: 2011-08-27 17:31:05
Posts: 98
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I occasionally see this happening too. Haven't found a way to reproduce it. If I do, I will let you know Henri. I know you probably can't do anything about it without having steps to reproduce it.

It didn't happen only with sculpties for me, but with regular prims too. If it happens, it always affects all the prims of an object.

At the location where I first noticed this, I haven't seen this happening for quite a while now, but I did have it happen at another place just last week.

In the past I noticed that it is much more likely to happen when I build things. Especially when I copy (shift+drag) an object several times.


2012-01-02 10:26:22
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Joined: 2011-08-27 17:31:05
Posts: 98
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Oh BTW... just in case here's my info from Help/About...

-------------

Cool VL Viewer 1.26.2 (11) Dec 24 2011 16:57:19 (Cool VL Viewer)
Release Notes

Built with MSVC version 1400

You are at 188768.7, 356266.6, 24.7 in The Connection located at sim4882.agni.lindenlab.com (216.82.21.13:12035)
Second Life Server 11.12.03.246118
Release Notes

CPU: Intel(R) Core(TM) i7 CPU X 980 @ 3.33GHz (3396.88 MHz)
Memory: 12280 MB
OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 580/PCI/SSE2
Windows Graphics Driver Version: 8.17.0012.8562
OpenGL Version: 4.2.0

libcurl Version: libcurl/7.20.1 OpenSSL/0.9.8j zlib/1.2.3
J2C Decoder Version: KDU
Audio Driver Version: FMOD version 3.750000
Qt Webkit Version: 4.7.1 (version number hard-coded)
Packets Lost: 0/2608 (0.0%)


2012-01-02 12:18:32
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Joined: 2009-03-17 18:42:51
Posts: 6043
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I could reproduce the issue in Inworldz, but so far could not find the reason why it happens. If you can tell me which was one of the last versions of the viewer that didn't have the issue, it would help greatly...


2012-01-03 11:28:46
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Joined: 2009-09-08 01:27:46
Posts: 172
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The issue reproduces in version 1.26.2.4, the earliest version of the mesh branch that I have in my downloads folder. I also tested version 1.26.0.31 of the old non-mesh branch of the viewer, where the bug did not reproduce.


2012-01-03 11:49:01
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Joined: 2009-03-17 18:42:51
Posts: 6043
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Zauber Exonar wrote:
The issue reproduces in version 1.26.2.4, the earliest version of the mesh branch that I have in my downloads folder. I also tested version 1.26.0.31 of the old non-mesh branch of the viewer, where the bug did not reproduce.
It's most probably "just another" render glitch in the v2.6 renderer... I cannot make any promise as whether I will be able to find enough time to investigate and fix it. Such graphical issues will go away after I will update to the v3 renderer, but I won't do so before LL's viewer proves stable, reliable, and bug-free enough (there are for now even worst graphic glitches in the v3 renderer, not even to mention incompatibilities with older OpenGL drivers and crashes, even with newer drivers).


2012-01-03 14:29:20
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Joined: 2010-07-08 21:29:23
Posts: 2
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Yes the same thing happens to me also in Singularity. Difficult to reproduce but it always occurs on teleport or login with some prims that are initially "behind camera" don't render when you turn around. It doesn't seem to make a difference if they are part of a linkset or not. The issue has been in v2 from 2.0


2012-03-20 00:05:47
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Joined: 2009-09-08 01:27:46
Posts: 172
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I experienced this issue again and noticed that missing prims would become visible if I zoomed the camera out to a certain distance. With further testing I've determined that the problem is related to RenderVolumeLODFactor. Any setting above 2.0 will cause certain prims to vanish when the camera is at a certain distance.


2012-06-03 01:20:46
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