🪰 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.
After 22 years... why do textures take so long to rez?
"If the 2D don't work, the 3D don't work". I was at Sci Fi Con 17. All day long, no matter how many or how few avatars were on a region, textures took ruddy ages to load. Now one might say "There are so many textures at a big event it just takes a long time." But I'd walk into an enclosed room... where textures should be limited, yet the vendors on the wall just sat there and sat there and sat there. Textures RIGHT NEXT TO ME fail to load. One can stand there and stand there and stand there... and they still don't rez. I would click on a texture and tell it TEXTURE REFRESH... and it would ignore that instruction. I first reported texture issues and bottlenecks back in 2005. Now my computer and graphics card is hundreds of times more powerful... and textures still load at a snail pace. I will say the same thing I said back then: There is a texture bottleneck on SL. (Or, several texture bottlenecks, and it affects EVERYTHING.) With respect, I'm not asking for an explanation, nor excuses. I'm making a simple observation: After 22+ years online, Second Life should be able to very quickly load 2D textures in an enclosed room. Is this not correct? I suspect there will be people all too ready to give reasons why textures load slowly. To any and all such reasoning, I have one answer: Second Life needs to make textures load quickly. There's no argument, debate, discussion or excuse to that simple statement. Users need textures to load quickly enough that we don't get bored standing in a store (waiting for vendor textures to load)... and decide to go do something else. Like Netflix. ;D Because that's what it is: Second Life vs Netflix. Users have options on how to spend their time. When Netflix can stream entire videos realtime, surely Linden Lab should be able to send 2D textures across the Internet... yes? As a note: I'm not going to debate nor discuss or argue with those who are always ready to argue on these feedbacks. The feedback is posted, I've said what I came to say... and I have to believe the vast majority of SL users will agree with this: textures on SL need to load faster.
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Please Fix HUD Hover Text Color on PBR Viewers
I started using Firestorm's PBR again and noticed that HUD hover text color is still using linear color space instead of RGB. I installed the latest Secondlife release viewer and notice the same issue. This has been an issue since PBR's inception. Rezzed object hover text color is displayed correctly. HUD hover text color is displayed incorrectly. Repro/Test: Rez two cubes, link together, drop the following script in. default { state_entry() { llSetLinkPrimitiveParamsFast(1,[ PRIM_SIZE,<0.5,0.5,0.5>, PRIM_TYPE,PRIM_TYPE_BOX,PRIM_HOLE_DEFAULT,<0.0,1.0,0.0>,0.0,ZERO_VECTOR,<1.0,1.0,0.0>,ZERO_VECTOR, PRIM_SLICE,<0.0,0.5,0.0>, PRIM_FULLBRIGHT,ALL_SIDES,TRUE, PRIM_COLOR,ALL_SIDES,<0.5,0.0,1.0>,1.0, PRIM_TEXTURE,ALL_SIDES,TEXTURE_BLANK,<1.0,1.0,0.0>,ZERO_VECTOR,0.0, PRIM_CLICK_ACTION,CLICK_ACTION_IGNORE, PRIM_LINK_TARGET,2, PRIM_SIZE,<0.5,0.5,0.5>, PRIM_POS_LOCAL,<0.0,-0.5,0.0>, PRIM_TYPE,PRIM_TYPE_BOX,PRIM_HOLE_DEFAULT,<0.0,1.0,0.0>,0.0,ZERO_VECTOR,<1.0,1.0,0.0>,ZERO_VECTOR, PRIM_SLICE,<0.0,0.5,0.0>, PRIM_FULLBRIGHT,ALL_SIDES,TRUE, PRIM_COLOR,ALL_SIDES,<0.5,0.0,1.0>,1.0, PRIM_TEXTURE,ALL_SIDES,TEXTURE_BLANK,<1.0,1.0,0.0>,ZERO_VECTOR,0.0, PRIM_CLICK_ACTION,CLICK_ACTION_IGNORE]); llSetTimerEvent(2.0); } touch_end(integer i) { if (llDetectedKey(0) == llGetOwner()) { llResetScript(); } } timer() { vector color = llGetColor(0); llSetLinkPrimitiveParamsFast(1,[ PRIM_TEXT,llChar(0x2588),color,1.0, PRIM_LINK_TARGET,2, PRIM_TEXT,llChar(0x2588),llLinear2sRGB(color),1.0]); } } Turn on "Show Color Under Cursor" mode in the viewer. Open Edit Menu and take copy of the test object into inventory and attach to HUD Center. Notice that the color of the in-world object's root prim hover text and the color of the HUD's child prim hover text are the same. Verify via hover cursor over and reading color under cursor values. The only problem with this is that it takes using llLinear2sRGB() in HUDs to match hover text color of objects rezzed in-world.
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