🪰 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.
Unwanted edge transparency in BOM Universal Aux channel layers
There's a visual glitch when using more than one BOM texture layer on a Universal Aux channel if there's partial transparency in the texture using Blinn-Phong textures. I've made BOM textures with partial transparency for rigged fairy wings, so that customers could layer a stripey texture on top of the main wing texture. However, it's as if there's an outline of 100% transparency around the edges of the upper stripey texture that punches a hole straight through the underlying wing texture as well. It shows up the most when in front of a bright background. I tried making the stripe texture completely black with a 100% transparent background by converting it to a vector and then converting it back into a raster image in Photoshop, and this minimizes the issue so that it's only visible if you're very zoomed in, but this means there can't be layered BOM textures with blended edges at all on the Aux channels. I had envisioned being able to make add-ons like colorful peacock 'eye' spots, faded edges, etc so people could really customize their wings' look, but this doesn't seem to be possible right now.It happens whether the files are PNG or TGA, with or without an alpha channel.Since the main wing textures have partial transparency, changing the blend mode to alpha mask would not solve the issue. Hopefully you can see the problem in the screenshots. You might at first think it's the white outline 'halo' issue but no, it's actually that the edges have an outline that are completely clear so the background shows through.
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GLTF inverse bind matrix remapping (bind poses) not fully supported
## Summary GLB/GLTF uploads can produce different rigged mesh deformation than DAE uploads from the same source model when the model uses a bind pose that differs from the viewer skeleton rest pose. ## Context Bind pose support is not directly exposed by Blender itself, although other tools such as Maya support this workflow. Both Collada/DAE and GLB/GLTF can represent bind-posed models through inverse bind matrices. The Avastar Blender add-on explicitly adds bind pose support and collada support to Blender-5, so this issue can be reproduced and tested using Blender-5 with Avastar. ## Steps to Reproduce in Blender In Blender, create or open a rigged mesh that uses a bind pose different from the default viewer skeleton rest pose. typical use case: A-posed models with A-Pose as restpose. Export the same model from Blender as DAE. Export the same model from Blender as GLB/GLTF. Upload/import both files into the viewer. Compare the imported results at the vertex/deformation level. ## Actual Result The GLB/GLTF import can deform differently from the DAE import, even though both files were exported from the same source model. Visible differences can include child joint twists. ## Expected Result DAE and GLB/GLTF exports from the same bind-posed source model should import with equivalent vertex-level deformation. Mesh edges may differ depending on exporter triangulation, but the rigged vertex positions and deformation should match. ## Test Notes This was tested with Blender using Avastar bind pose support by exporting the same bind-posed model as both DAE and GLB/GLTF, then comparing the uploaded viewer results.
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