🪰 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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SL Viewer
Object Name Corruption on Collada (.dae) Import – Blender to Second Life
Description: When importing a Collada (.dae) file from Blender into Second Life, one or more objects within the mesh linkset frequently get renamed incorrectly, even though all object names are clearly and uniquely set in Blender prior to export. This issue occurs systematically: All objects are properly named in Blender. The .dae file is verified to contain the correct object names. However, upon import into Second Life, at least one object's name is arbitrarily replaced by the name of another object in the linkset. This results in duplicate names in the final imported mesh, despite no such duplication existing in the original .blend or .dae. This bug makes it extremely difficult to manage and script mesh components reliably, especially when using scripts that rely on precise object names via llGetLinkName(). Steps to Reproduce: Create a multi-object mesh in Blender with uniquely named objects. Export to Collada (.dae) using SL-compatible settings. Import into Second Life using the Mesh Uploader. Observe that one or more objects are renamed incorrectly during or after import. Expected Behavior: Each object should retain its unique name exactly as defined in Blender. Actual Behavior: At least one object name is replaced by another object's name, leading to incorrect duplication. Notes: This happens regardless of naming conventions (e.g., simple vs. complex names, underscores, numbers, etc.). It's not caused by Blender's export; inspecting the .dae shows correct names. The issue seems to originate during SL’s import processing stage. Please investigate and correct this persistent and highly disruptive behavior. Just a final note: it's been this way for years. It's annoying having to check each object name one by one just to find the one that's not named properly.
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SL Viewer
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