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Rigged Mesh Display Bug 
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Joined: 2012-02-09 21:01:50
Posts: 284
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See small video here. Some parts are flickering to another location about 1m away from the avatar.

http://xp2.de/tillie/meshbug/

Version Info:

Cool VL Viewer 1.26.4 (3) Mar 10 2012 14:41:34 (Cool VL Viewer)
RestrainedLove viewer v2.08.03.21

Second Life Server 12.02.24.249991

CPU: Intel(R) Core(TM) i7 CPU 860 @ 2.80GHz (2808.76 MHz)
Memory: 8184 MB
OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 460/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: 194/209456 (0.1%)


2012-03-17 15:50:39
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Joined: 2009-03-17 18:42:51
Posts: 5523
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Please, stop reporting bugs that already have been reported in the JIRA for the official viewer... It's of no use at all !

This bug is described in SH-3013. It will be fixed when LL fixes it !


2012-03-17 16:09:48
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Joined: 2009-03-17 18:42:51
Posts: 5523
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In fact, I investigated further and found out that the bug happened much more often in v1.26.4 than in v1.26.2 (in the latter, it only happens sometimes, when caming around, just like in all v2/3 viewers)... and the problem comes from the mesh deformer code (which was not implemented in v1.26.2). I got a workaround ready for the upcoming v1.26.4.5 release, and I reported the bug on Qarl's blog.


2012-03-21 00:11:07
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Joined: 2012-02-09 21:01:50
Posts: 284
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Yay! :D Thank you.


2012-03-22 12:22:41
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Joined: 2009-03-17 18:42:51
Posts: 5523
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The workaround for this glitch has been implemented in v1.26.4.5.

This glitch is actually due to rigged mesh attachments rebuilds: it still exists (in all mesh viewers) and can still be seen happening, sometimes, when zooming in/out (LOD changes trigger rigged mesh attachments rebuilds) and during rigged mesh initial rezzing (see SH-3013).

The work-around I implemented simply consists in not rebuilding rigged meshes every few frames as long as you have the Mesh Deformer disabled in your viewer or, when you have it enabled, as long as the avatars wearing rigged meshes do not use any deformer-ready mesh.
It means that if an avatar wears a deformer-ready rigged mesh attachment and you have mesh defomer active in your viewer, you may still see rigged meshes "jumping" on that avatar (and only on that one) if the meshes they wear are sensitive to this issue (*). Also, if you activate the "Force Mesh Deformer" advanced setting (something that should not be done but for debugging and testing), then the work around I implemented will be bypassed and you will see the "jumping" happening for all avatars wearing affected rigged mesh attachments (*).

I posted a report on Qarl's blog to make him aware of this issue, but the true fix for this glitch is to have SH-3013 fixed (please, vote for it).


(*) affected rigged meshes are the ones with a non-zero offset.


2012-03-24 10:02:11
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Joined: 2012-02-09 21:01:50
Posts: 284
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Wootwoot! :D

And voted for the bug.


2012-03-25 09:43:19
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