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Sun and Moon are rendered square instead of circular 
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Joined: 2016-06-19 21:33:37
Posts: 238
Location: San Francisco bay area, CA, USA
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In today's builds, both 1.26.22.64 and 1.26.23.17, the sun and moon appear square. I didn't notice it with the sun right away, but I did when I was in a region at 'night' and saw a square moving across the sky. I didn't know what it was initially but upon inspecting closer, it had the texture of the moon. It is easier to see the behavior if clouds are not rendered (disabled in the Advanced->Rendering->Types menu).

Version info when running 1.26.22.64:
Code:
Cool VL Viewer v1.26.22.64, 64 bits, Oct 19 2019 09:51:07
Release Notes

You are at 308939.3, 235499.5, 62.2  in Bugle located at
sim10264.agni.lindenlab.com (216.82.49.186:13016)
Second Life Server 2019-10-03T01:12:11.531528
Release Notes

CPU: AMD Athlon(tm) X4 880K Quad Core Processor (3403.51 MHz)
Memory: 32144MB
OS version: Linux-x86_64 v5.3.6-200.fc30.x86_64 #1 SMP Mon Oct 14 13:11:01 UTC 2019
Memory manager: jemalloc v5.2.1-20190913
Graphics card vendor: NVIDIA Corporation
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2
OpenGL version: 4.6.0 NVIDIA 435.21
Detected VRAM: 11264MB
J2C decoder: OpenJPEG: 1.4.0.635f
Audio driver: OpenAL v1.1 ALSOFT 1.19.1 (OpenAL Soft: OpenAL Soft)
Networking backend: libcurl/7.47.0 OpenSSL/1.0.2s zlib/1.2.11
Embedded browser: CEF3 plugin v74.1.19+gb62bacf+chromium-74.0.3729.157
Packets lost: 0/14732 (0.0%)

Built with: GCC v4.8.5
Compiler-generated maths: SSE2.

Compile flags used for this build:
-O3 -fno-delete-null-pointer-checks -fno-align-labels -fno-align-loops -fno-ipa-cp-clone -fsched-pressure -frename-registers -fweb -DNDEBUG -std=c++98 -pipe -g -gdwarf-2 -gstrict-dwarf -fno-var-tracking-assignments -fexceptions -fno-strict-aliasing -fvisibility=hidden -fsigned-char -m64 -mfpmath=sse -fno-math-errno -fno-trapping-math -pthread -fno-stack-protector -Wall -Wno-reorder -Wno-unused-local-typedefs -Werror -DLL_LINUX=1 -D_REENTRANT -D_GLIBCXX_USE_C99_MATH=1 -DXML_STATIC -DLL_USE_JEMALLOC=1 -DLL_ELFBIN=1 -DLL_LUA=1 -DOV_EXCLUDE_STATIC_CALLBACKS -DLL_FMODSTUDIO=1 -DLL_OPENAL=1 -DLL_SDL=1 -DLIB_NDOF=1 -DLL_X11=1


2019-10-19 22:59:41
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Joined: 2009-03-17 18:42:51
Posts: 4774
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Just a corrupted cached texture... Clear the cache and restart the viewer.


2019-10-19 23:05:34
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Joined: 2016-06-19 21:33:37
Posts: 238
Location: San Francisco bay area, CA, USA
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Yep, I just did that and was going to reply to my own thread. Sorry for the noise. I had just not seen that before.


2019-10-19 23:06:37
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Joined: 2009-03-17 18:42:51
Posts: 4774
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Yet, it is abnormal that the cached texture(s) got corrupted (perhaps a multiple viewer instances issue, even though, in that case, the cache is made read-only to additional instances), especially since the viewer default textures include those textures that should therefore not need to be fetched from the grid (unless the latter got specific Moon/Sun textures, but AFAIK, none of the existing grids use that possibility) and consequently cached...

I modified the code for next releases so that, as long as the default textures are used (and I extended that to low altitude clouds and "bloom"), the viewer uses the bundled textures instead of trying to fetch them from the grid...


2019-10-20 11:16:21
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Joined: 2016-06-19 21:33:37
Posts: 238
Location: San Francisco bay area, CA, USA
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Henri Beauchamp wrote:
Yet, it is abnormal that the cached texture(s) got corrupted (perhaps a multiple viewer instances issue, even though, in that case, the cache is made read-only to additional instances), especially since the viewer default textures include those textures that should therefore not need to be fetched from the grid (unless the latter got specific Moon/Sun textures, but AFAIK, none of the existing grids use that possibility) and consequently cached...

I modified the code for next releases so that, as long as the default textures are used (and I extended that to low altitude clouds and "bloom"), the viewer uses the bundled textures instead of trying to fetch them from the grid...
I appreciate you looking into it further and making improvements for using defaults. I hadn't actually realized those were, before your change, something fetched from the grid. I just assumed they were static resources all along.


2019-10-20 12:22:38
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