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Stray Emission interaction between PSYS_PART_FOLLOW_SRC_MASK and PSYS_SRC_BURST_RADIUS
Single stray flash observed at initial emission when PSYS_PART_FOLLOW_SRC_MASK flag is set, and the PSYS_SRC_BURST_RADIUS rule is therefore disabled, i.e. zero, as per the wiki, no matter whatever value is found in this latter parameter. Perfect coding practise would see the radius explicitly set to zero, but in the event that the the value has been left non-zero and simply relied upon as being disabled, there is a single emission at initial burst which results in a flash at a distance of the radius set. When a timer is running this will occur once at each tick of the timer. Ideally, the radius should indeed be set to zero, which removes the problem, but as the radius value is disabled for the case where the PSYS_PART_FOLLOW_SRC_MASK is set, and correctly does so generally, the initial flash emission should not be happening either and is likely causing visual glitches in-world. To Repro : Drop a simple particle emission into a prim such as: default { state_entry() { llSetTimerEvent(0.25); } timer() { llLinkParticleSystem(LINK_THIS, [ PSYS_PART_FLAGS, 0 | PSYS_PART_EMISSIVE_MASK | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_FOLLOW_SRC_MASK | PSYS_PART_FOLLOW_VELOCITY_MASK, PSYS_SRC_PATTERN,PSYS_SRC_PATTERN_EXPLODE, PSYS_PART_MAX_AGE,0.5, PSYS_PART_START_COLOR,<1.0, 1.0, 1.0>, PSYS_PART_END_COLOR,<1.0, 1.0, 1.0>, PSYS_PART_START_SCALE,<0.5, 0.5, 1.0>, PSYS_PART_END_SCALE,<0.8, 0.8, 1.0>, PSYS_SRC_BURST_RATE,0.1, PSYS_SRC_ACCEL,<0.0, 0.0, 0.0>, PSYS_SRC_BURST_PART_COUNT,1, PSYS_SRC_BURST_RADIUS,0.5, PSYS_SRC_BURST_SPEED_MIN,0.1, PSYS_SRC_BURST_SPEED_MAX,0.2, PSYS_SRC_TARGET_KEY,(key)"", PSYS_SRC_INNERANGLE,0, PSYS_SRC_OUTERANGLE,0.5, PSYS_SRC_OMEGA,<0.0, 0.0, 0.0>, PSYS_SRC_MAX_AGE,0.00, PSYS_SRC_TEXTURE, "dcab6cc4-172f-e30d-b1d0-f558446f20d4", PSYS_PART_START_ALPHA,1.0, PSYS_PART_END_ALPHA,0.0, PSYS_PART_START_GLOW,0.0, PSYS_PART_END_GLOW,0.0 ]); } } Observe the stray emission at each tick of the timer: https://gyazo.com/5f8a6b9a8e4c5a657d3d3d0aaa13ce36 Set PSYS_SRC_BURST_RADIUS = 0.0 Observe correct behaviour https://gyazo.com/1a5612c42c44afb0f50ec06b79fe262d
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Li/ARC accounting systemically rewards insane poly counts
I present the same model (a small avatar accessory) with 2 different sets of LOD models. In each case the lowest LOD model has been 'zeroed out' to 18 tris as is typical in this use case. Triangle counts are as follows. * Model 1 - High 63040 (36k virts), Med 15760, Low 3940 * Model 2 - High 15760 (10k virts), Med 3940, Low 3940 Both of these models are visually indistinguishable in use. The DAE files prior to upload are sized as follows. * 63040 tris - 9.2mb * 15760 tris - 2.2mb * 3940 tris - 500kb Working on the dae sizes alone ... * Model 1 - 11.9mb * Model 2 - 4.9mb However .... * Model 1 - Download weight 0.7 * Model 2 - Download weight 3.1 When worn ARC is equally broken (as reported in firestorm) * Model 1 - ARC 319 * Model 2 - ARC 672 Objectively Model 2 is better for performance. Duplicating the mesh for 2 detail levels is punished to the point that using a sub division surface modifier to generate an insane 63k tris high model results in 'better consumer numbers' at intended object scale (it's also cheaper to upload). In addition to model duplication being unnecessarily punished, the scale component of Li accounting is fundamentally flawed and pushes creators into a situation where large items need to be low poly and tiny (often worn) items are best high poly! No wonder everyone's avatar is solid in wire-frame. This model is a small avatar accessory. Obviously the example mesh is over detailed, 'unoptimized' and created using techniques best suited to slow rendered content rather than real time. The point is why should anyone bother with 'low poly' when this gets the-job-done and is predictably rewarded.
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