🪰 Viewer Bug Reports

• Use concise, precise descriptions• Do not include sensitive information. • Create a support ticket at https://support.secondlife.com for individual account issues or sensitive information.
Alpha mask highlight vanishes under alpha blend highlight when highlighting transparent faces
Since the V7 viewer was introduced there is a major issue with highlighting transparent faces which often renders it completely useless. If there are alpha blended and alpha masked surfaces in the same scene, once an alpha mask highlight happens to be behind an alpha blend highlight, it doesn't render behind the alpha blend highlight. See the screenshots below. First highlight transparent (Ctrl+Alt+T). Rez a cube and set the default transparent texture on it or change its transparency to 100%. Then rez a second cube, set the default transparent texture on it, switch alpha mode to alpha masking and set mask cutoff to 100%. Then place the alpha mask cube behind the alpha blend cube and move your camera view so that the alpha blend cube will be in front of the alpha mask cube. The blue highlight will vanish behind the red highlight. Also see the expected behavior screenshots from a V6 viewer. This used to work like this forever before V7 viewers and it is crucial for particular workflows. In a large scene where you have alpha blended and alpha masked faces and you need to make sure invisible parts of these objects are not reaching over borders or places where they shouldn't, the alpha blend highlights will cover any alpha mask highlight under or behind them. Now instead of seeing the entire scene when highlighting transparent, we need to turn off alpha blend highlights to check for alpha mask highlights. It breaks this workflow completely and makes it complicated, it also takes a lot more time to check a scene. Another example that is very important is that vehicles have alpha blended windshields. If you need to highlight transparent while in a vehicle because you hit an invisible obstacle, with the current behavior you can't see the alpha mask highlights at all, again unless you turn off the alpha blend highlight. And then you need to check for the two kinds of surfaces separately while you are supposed to be traveling. Another issue is that the red highlight of the alpha blended faces is extremely bright and also more transparent than it used to be (difference visible in the screenshots), so it is very difficult now to work with alpha blended textures on objects without getting a headache, and the edges where the texture is too transparent cannot be seen properly. I can't see the reason behind this, there is no benefit of making the red highlight so bright. I assume the transparency of the texture is simply the result of the new rendering system, but then the texture should have been remade to look like it used to be before V7. Please restore the full functionality of the alpha highlight system to how it used to be before V7.
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Some curved surfaces of some hollowed prims are not smooth-shaded
The attached images demonstrate some rendering artifacts I have just encountered. One was taken with viewer version 7.1.10.10800445603 and one with ExtraFPS RC (7.1.11.11565212741). Both exhibit the same faults. The bells in the images are made of prims. The hollowed-out and profile-cut torus that forms the side wall is now divided into four circular bands with shading discontinuous between them. Viewing in wireframe confirms that these divisions correspond to the actual division into bands of triangles. I experimented with a few more types of prims (the white ones in the images), and several show the same thing. Notice that the surface forming the inside of the torus hole is smooth shaded, only the outside (the "hollow" face) has discontinuous shading. Cylinders also have this, but spheres do not. No earlier version of the viewer is available to compare, but I have never seen this before. I note that an older version of the Firestorm viewer (7.1.9.74745) is still able to login and does not have these faults, but the current one does (7.1.11.76496), suggesting that this is a recently introduced problem originating with the official viewer. There is also a shading anomaly that is common to all the viewers mentioned, and is shown by the Tube prim at the top left of the images. Here too there is a perceptible division into circular bands of the inner face of the outer cylindrical skin of the tube. Yet these bands meet with zero exterior angle. None of the other faces of the tube show this anomaly. As this is present in the older version of Firestorm, this looks like a different problem of older origin. No graphics settings or tweaks to texturing properties (shininess, normal map, switching to PBR, etc.) affected any of these observations. The images are screen shots. Viewer snapshots are the same.
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