Transparent Animated GIF Textures not playing
needs info
Muzzavitch Mirabella
Noticed this on the SIM I'm on, two firepits not playing transparent animated GIFs.
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Teresa Tryce
This is a problem I have with ALL moving textures whether it be waterfalls, lanterns, water waves - ever since I installed the PBR beta viewer. If I right-click on the objects the textures move, but as soon as I let go they freeze. I have 9 sims and the same thing occurs on all sims.
Allegory Malaprop
I have seen this somewhat inconsistently, but it is more often broken than not, on EVERY animated texture. When I go to a new region, there's a good chance than no animated texture will animate unless I zoom in and out with the camera (maybe) or select the item in edit (always) forces it to remember that it's an animated texture. I've seen this in every viewer version for months (I first noticed it around the time this feedback was opened- but it is still happening today, January 22, on the current viewer). It happens on both PBR and Blinn-Phong textures. I notice it more often on my own items, but that's because I know they are animated- it appears to be happening on everything.
Allegory Malaprop
And as dantia Gothly noted- animated textures also may break on zooming camera in and out, not just on going to a new region. That maybe breaks a little less often? but it's all pretty often but not always.
dantia Gothly
I've seen this in my own work, It happens when using llSetTextureAnim() to animate a texture. If I start an animation and face my camera away or pull my camera away from the object and bring it back the animamtion on the object has stopped playing.
Ardy Lay
Ardy Lay
Ardy Lay
Ooof. The reduction of texture sharpness when the viewer is not the foreground process is exacerbating this defect.
Ardy Lay
I am seeing this too, on some things.
"BackBone Cozy Fireplace" The fire is apparently a tiled image with texture animation used to cause the tiles to be displayed sequentially to animate the fire. When the malfunction occurs, the fire is either not visible at all, or scale is changed to displaying the entire texture at once showing all tiles simultaneously. Sometimes the sequential display stops on one tile for a while.
"TIS T1000" by Dancing Lemon This item normally appears to consist of several layers of textures with transparency, some of which rotate and cycle between textures. The order in which the layers are drawn over each other seems to be erroneously changing and the rotation of the textures erroneously stops and starts and sometimes the mapping or scaling of the textures erroneously flips around.
My face. There is a script that manipulates an animated texture. The script seems to be working normally. What has changed is how the texture presents in Second Life Release 7.1.11.11296522354 (64bit). My face texture is divided into 4 tiles and a script determines which is visible at any given time. Eye blinking is simulated by changing from statically showing one of the 4 tiles to cycling through the tiles. When the malfunction occurs on my face, I am seeing the texture rotated differently than intended and sometimes even scaled differently.
I am finding that selecting the affected object in edit seems to correct the oddities, for a while. When I hit Escape to deselect the object and close the edit dialog, the object continues rendering correctly, making documenting this defect rather fiddly.
I find that the easiest of these three to reproduce the issue on is the T1000 dance floor. Perhaps this is because the nature of the defect is different on this object in that it is alpha-face rendering order changing and target-omega failing whereas on the other objects the failure seems to be in that the texture is scaled to the object face differently than desired.
Muzzavitch Mirabella
Would you believe they changed the SIM, the pits are gone.
These are older pits that use transparent animated GIFS, not scripted animations.
Dan Linden
needs info
Dan Linden
Hi Muzzavitch,
Please attach a screenshot of the firepit that has the issue.
Thank you.
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