Persistent Texture Stretching Issues
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Goodwrench Grayson
Classic Gaming Nut
Join date: 18 Jun 2004
Posts: 223
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08-12-2004 08:39
In building water textures on my property, I’ve been employing that good ol’ texture animation script to move my water. However, every time I log/leave/wander away and then come back, I see my textures get all stretched out of proportion per the attached image. The Left Image is what I see when I first examine the waterfall. While all the properly scaled textures scroll more slowly, this glitched part scrolls very quickly. It is as though I’m looking at a magnified version of what I should be seeing, because…. The Right Image is what I see after I rightclick on the waterfall-object and open up the radial menu. After doing that, the texture usually looks correct to the eye… for the moment that I’m there, anyway. I’ve been playing this perverse shell game of right clicking on all the water elements every flipping time I visit them, to fix them. I have a few questions to this end: (1) Is this client side? Can someone visit my property at Fujin 250,100 and let me know if it appears as pictured in the leftmost image? And (2) any recommendations to fix this problem? I have done all that I can to fix things on my end. I’ve tried to recreate the objects from scratch, carefully imbuing the object with the properties I need, making the animation script before I place it in the object, all to ensure that there are no past properties goofing things up. I have officially run out of ideas now. Thanks for listening to my technical-support rant; I will now wait in the queue. 
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We used to remember our Roots at The Mushroom Kingdom - memorial can be found at Davenport 200, 150 Section 8 Server - my home on the web
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Grim Lupis
Dark Wolf
Join date: 11 Jul 2003
Posts: 762
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08-12-2004 08:55
Something in your animation script is resetting the scaling of the texture on that face. (Either accidentally through a coding bug of yours, or as a result of one of the many prim-update bugs in the LSL VM.)
When you right-click an object to get its radial menu, some of the script-altered settings, "jump" back to what their original settings were before the script started modifying things.
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Grim
"God only made a few perfect heads, the rest of them he put hair on." -- Unknown
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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08-12-2004 10:23
I've always found that when using the SMOOTH option in the texture animation function, the texture UV coordinates for the object are set to 1,1 and there is no way around that, as far as I know.
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~ Tiger Crossing ~ (Nonsanity)
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Goodwrench Grayson
Classic Gaming Nut
Join date: 18 Jun 2004
Posts: 223
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08-12-2004 11:55
Thanks for the direction.... Below, I've inserted the texture properties and script used for the long vertical portion of the waterfall in the earlier (attached) image.
Repeats Per Face
Horizontal 9.380 Vertical 1.000
Contents of Texture Animation Script
default { state_entry() { llSetTextureAnim(ANIM_ON | LOOP | SMOOTH, ALL_SIDES,0,0,0.0, 1,1.0); } }
Anyway, I thought this'd help, since I can't seem to locate any problems with my miniscule LSL knowledge.
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We used to remember our Roots at The Mushroom Kingdom - memorial can be found at Davenport 200, 150 Section 8 Server - my home on the web
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Ace Cassidy
Resident Bohemian
Join date: 5 Apr 2004
Posts: 1,228
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08-12-2004 13:05
This is a bug with SL not properly sending texture updates to the client. I used to use a script I called FixTextureGlitch which called the following on a 60-second timer : integer i; integer n = llGetNumberOfSides();
for( i = 0; i < n; i++ ) { vector scale = llGetTextureScale(i); llScaleTexture(scale.x, scale.y, i); }
Unfortunately, starting with about 1.4.0, even this doesn't fix the problem anymore. - Ace
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Goodwrench Grayson
Classic Gaming Nut
Join date: 18 Jun 2004
Posts: 223
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Found an Interim Solution
08-16-2004 09:07
Okay, so it took some tedious linking, unlinking and relinking, but I figured out that if I right click and "fix" the textures, then link them with other TextureAnim objects that I can retain the proper texture animation I need. The two catches that I've discovered: The objects should be different sizes. Don't ask me why because I don't know. All I DO know is that four giant objects wouldn't retain the same texture animation properties until I linked it with a smaller texture-animating object. The objects being linked most definitely need to have TextureAnimations going on them. There is one outstanding problem on my property: A widescreen tv that scrolls one of the levels from Super Mario Bros. It is always screwey until someone right clicks on it (not client side, btw. I've confirmed that everyone else sees it), which "resets" it. Anyway, I've tried linking and relinking it to the outer television texture which "contains" my little moving television image. I've surmised that since the Television texture isn't animated (but the scrolling SMB level that's inside is), that it has something to do with it. Anyway, just wanted to share my meager knowledge 
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We used to remember our Roots at The Mushroom Kingdom - memorial can be found at Davenport 200, 150 Section 8 Server - my home on the web
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Ace Cassidy
Resident Bohemian
Join date: 5 Apr 2004
Posts: 1,228
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08-16-2004 09:40
Dear Lindens,
This IS a problem.
While Goodwrench's solution looks like it addresses the problem (althought I haven't tried it myself), it SHOULD give your s/w types an insight as to what's going on here.
Please fix... The lovely fountains built by Toy LaFollette at the Iraqi War Memorial would look so much better if this was working right.
- Ace
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"Free your mind, and your ass will follow" - George Clinton
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Goodwrench Grayson
Classic Gaming Nut
Join date: 18 Jun 2004
Posts: 223
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08-17-2004 16:52
More news: I logged in minutes ago to find that after two days of keeping my textures more or less at the correct proportion, I found that this isn't working anymore. My waterfalls were stretched out per my original complaint, save that now whatever objects are linked SHARE the stretchy glitch, whether they were glitched to begin with.
Addendum after logging back in At the moment, the waterfalls look fine. Why they decided to crap out on me after days of correctness, only to remain fixed after I log off and back on.... well, I dunno. Guess its time to find that needle in the haystack.
Hope this is more useful data to you devs.
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We used to remember our Roots at The Mushroom Kingdom - memorial can be found at Davenport 200, 150 Section 8 Server - my home on the web
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Ace Cassidy
Resident Bohemian
Join date: 5 Apr 2004
Posts: 1,228
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08-17-2004 17:52
I'm guessing, but it sounds like its related to whether the object with the texture is in your local cache, or not. That would explain why it looks right for a while but then is not presented to the client properly if/when the object properties are resent from sim to client.
- Ace
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"Free your mind, and your ass will follow" - George Clinton
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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08-18-2004 07:40
While I do browse these forums, it is very important that any bugs you find be submitted with the ingame bug reporter (in the Help menu). That can give me valuable information such as where in the world it is occuring (assuming you file the bug report from there), what video card and drivers you are using etc.
[edit to add:] I visited the fountain and it looked correct the first time I approached it. No one was near so I would assume no one else had recently touched it. I touched it and it made no difference. Please submitt a bug report and I will look into it more.
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Goodwrench Grayson
Classic Gaming Nut
Join date: 18 Jun 2004
Posts: 223
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08-18-2004 08:58
Thanks for the tip. I've never actually submitted a bug report in-game so I will be sure to do so when I get back. Thanks for checking it out, though. I'm confident it can be dealt with in time 
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We used to remember our Roots at The Mushroom Kingdom - memorial can be found at Davenport 200, 150 Section 8 Server - my home on the web
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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08-19-2004 02:06
i have the same problem with my creations it's really annoying... you just need it to update as long as it hasn't perm reset the size; llSetText should will cause an update.
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Goodwrench Grayson
Classic Gaming Nut
Join date: 18 Jun 2004
Posts: 223
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08-19-2004 08:25
Strife, can you elaborate further on that post. I'm not the most LSL-saavy person out there so I'm unsure of what you mean. 
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We used to remember our Roots at The Mushroom Kingdom - memorial can be found at Davenport 200, 150 Section 8 Server - my home on the web
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