PBR Bug - Alpha Transparancy on Water issue
closed
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Moonstruck Mole
Noticed that particles on the connection between the Log continent and the Fantasy Continent for Linden Homes was heavilly bugged,
(Regions: Glimmerbay, Dannielles) Particles falling from stormy effect into the water create an invisible (invisiprim-like) anomoly, where the strongest points of the texture becomes almost like a reverse alpha mask, showing the terrain and content below, it is quite jarring in the example.
Flew through the Fantasy coastline and noted this situation happening on the water surface overlay also.
This happens whether the particles/textures are emmisive or not.
Examples:
Water overlay: https://gyazo.com/eb8a764a582e1980030f4177bf9e84b6
Log In
Atlas Linden
closed
Atlas Linden
Thanks for letting us know Moonstruck!
This issue will now be closed
M
Moonstruck Mole
Took a fly over Dannielles where I first noticed the issue and it seems to have been fixed in this build!
Dan Linden
We've made some changes to how haze and alpha work since this issue was filed. Does this issue still reproduce for you in the latest viewer from https://secondlife.com/support/downloads/ ?
Vincent Nacon
Dan Linden Sorry for delay response, but yes, it has been fixed. Thank you!
Zane Zimer
I have also noticed a similar issue with the avatar 'cloud' particles, after logging in or from a TP. Alpha isn't rendered fully such that each particle seems to be 'squared off' along it's edges, which used to be completely transparent.
Vincent Nacon
Can confirm this. In the image, I've placed a grid of every glBlendFunc combination there is and place both above and below the water surface. I also placed a bright red prim on the bottom of the ocean to show that some particles are "punching" through the water's density shader.
Vincent Nacon
I've noticed some particles aren't the same as before. Some blend type are way more faded out and doesn't carry over well.