Fluffy sweater breaks on teleport
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Whirly Fizzle
- God-take a copy of the green box at http://maps.secondlife.com/secondlife/By%20Design/123/110/22
- Alternatively, Dan has a copy of the sweater
- Unpack the box & attach the rigged mesh "Rokins - Tari Sweater - LaraX - Fatpack" sweater to your avatar
- To be able to see the sweater correctly, you will likely need to wear an alpha on your upper body
- The sweater should look nice & fluffy like it does in attachment "Expected.png"
- Occasionally though the sweater will be broken as soon as you attach it & you will have to remove it & reattach it for it to render correctly
- When you see the sweater correctly with all the fluff displaying, Teleport around a few different regions
- Roughly 50% of the time after a teleport, the sweater will lose either some or all of its fluff & look like the attachment "Broken.png"
- When the fluff doesn't render on the sweater, sometimes zooming the camera out & back will fix it. This doesn't always work though & you have to remove & reattach the sweater to see it correctly
- When the fluff isn't rendering on the sweater, right clicking the sweater doesn't fix it
- When you see the sweater fluff rendering correctly, observers may see the fluff missing & when you see the fluff missing, observers may see the fluff rendering correctly
- If you rez the sweater on the ground, you will see it is made up of many different layers & there is quite a bit of space between each layer so I wonder if it's the way the sweater is structured that triggers this behaviour
- I'm also not sure if this is a bug or a content creation issue.
- Dan Linden has also reproduced the bug.
- Bug reproduces the same on the LL viewer & Firestorm Viewer.
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Allegory Malaprop
I'm pretty sure you already know all this, Whirly? This is not new.
Alpha sorting issues on rigged mesh act a little like old school invisiprims, hiding alphas, when sorted in the incorrect order (instead of your trees outside being "in front of" your windows inside, for unrigged mesh).
aka this is just the OpenGL alpha sorting issue that's been in SL longer than I have. And my account is ollllllld.
Alpha sorting is only consistent within the
same
material face of the same
object, on a triangle face by face basis. It's MOSTLY controllable then (there are import issues that can unexpectedly break even that, but then it's always broken in the same way on that object- so, like, still consistent...just also a bastard because it did it wrong, and it's already bad enough sorting that all manually before it doesn't even listen). Sculpts were entirely consistent as they had their internal logic (it's been long enough I forget from which corner of the UV map, but I mostly took advantage of it top down/bottom up and I want to say top down but I do not recall for sure now), old school prims also had their own logic, with mesh it's determined for that object on upload.Once you divide out into multiple faces or multiple objects (and this is multiple objects, otherwise the non worn version wouldn't be exploded like that), alpha depth is re-sorted for worn rigged mesh on the viewer side not constantly, but a lot- on region changes, on log ins, on rezzing the object- and as it's viewer side, it happens differently for anyone who sees it. (For non rigged mesh, it is re-sorted on camera movement as well.)
Stevoid Resident
So technically you're wearing 9 sweaters. Terrible design.
AlettaMondragon Resident
Wow, 9 layers for fluffiness? I mean it does look nice in the "expected" photo, but my goodness, no wonder my FPS goes down a lot at certain places.
Whirly Fizzle Is this not the result of the usual alpha sorting order problems with this sweater? I see similar issues with many things occasionally, but those are 1-3 layers. Maybe it is so prominent with this sweater because it has 9 layers?
Dan Linden
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tracked
Dan Linden
Thank you for the report, Whirly!
Issue tracked at https://github.com/secondlife/viewer/issues/5019. We have no estimate when it may be implemented. Please see future updates here.