Tinting color turns the face on a mesh white till editing is done
tracked
Celestine Ghiardie
Edit mesh - go to Blinn-Phong texturing and tint the color. The face that is being edited will turn white or nearly white till the mesh gets out of Edit Mode. Precise tinting is difficult as it's impossible to see the changes while working. SL Prims works fine, it's only mesh editing as far as I can see. Tested at Default lighting settings.
Log In
Atlas Linden
tracked
Atlas Linden
under review
Atlas Linden
Hi Celestine,
Can you please confirm if this issue only appears when 'Select Face' is selected?
It does appear that the face highlights have changed for mesh objects since the introduction of PBR and is likely what you're seeing. (The colour will change from white to red if 'Select Face' for Normal maps are selected and blue for Specular textures. )
Celestine Ghiardie
Hi Atlas
Yes - the issue does not happens when "Select Face" is activated in the editor window, but when you click on the face on the object to edit it - then it turns all white. Making it very hard to tint or even see what the material looks like. I add an image to illustrate. The image to the left is with "Select face" activated in the edit window, but I haven't clicked to select any face yet. On the image on the right I selected a face and it turned very white.
Atlas Linden
Thanks for the reply, Celestine! And apologies for the late response.
This issue is now tracked at https://github.com/secondlife/viewer/issues/2586. Please stay tuned to updates here or in future release notes.
Celestine Ghiardie
Hi Ceri. Yes - I get it on mesh objects that are rezzed out too. I can't reproduce the issue now on worn mesh in the newest Firestorm beta viewer. I am pretty sure it's the selection highlight that is a tad bit too strong. The example is a mesh object rezzed out - not worn - it's a face on the root prim with highlights turned off. Upper sleeve is the color of the face when not being tinted.
Ceri Quixote
Hi Celestine - just to confirm, I am seeing this behavior with rigged mesh while worn, but not with mesh that is rezzed into the world. Is that consistent with what you are describing?
With some testing, this seems to be a problem with the selection highlight for worn rigged mesh being very intense. Unchecking show highlight in the edit menu should allow viewing the mesh for proper tinting if that's the case.
Amended: I'm also seeing this problem with mesh rezzed into the world of sufficient complexity. Notably the highlight on child mesh tends to white-out if it overlaps other child objects. Simple prims don't have this issue because the highlight only outlines them, but with mesh you see every triangle.