🪰 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.
Fluffy sweater breaks on teleport
God-take a copy of the green box at http://maps.secondlife.com/secondlife/By%20Design/123/110/22 Alternatively, Dan has a copy of the sweater Unpack the box & attach the rigged mesh "Rokins - Tari Sweater - LaraX - Fatpack" sweater to your avatar To be able to see the sweater correctly, you will likely need to wear an alpha on your upper body The sweater should look nice & fluffy like it does in attachment "Expected.png" Occasionally though the sweater will be broken as soon as you attach it & you will have to remove it & reattach it for it to render correctly When you see the sweater correctly with all the fluff displaying, Teleport around a few different regions Roughly 50% of the time after a teleport, the sweater will lose either some or all of its fluff & look like the attachment "Broken.png" When the fluff doesn't render on the sweater, sometimes zooming the camera out & back will fix it. This doesn't always work though & you have to remove & reattach the sweater to see it correctly When the fluff isn't rendering on the sweater, right clicking the sweater doesn't fix it When you see the sweater fluff rendering correctly, observers may see the fluff missing & when you see the fluff missing, observers may see the fluff rendering correctly If you rez the sweater on the ground, you will see it is made up of many different layers & there is quite a bit of space between each layer so I wonder if it's the way the sweater is structured that triggers this behaviour I'm also not sure if this is a bug or a content creation issue. Dan Linden has also reproduced the bug. Bug reproduces the same on the LL viewer & Firestorm Viewer.
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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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