Taeja Diaz
Developmentally Delayed..
Join date: 24 Jun 2003
Posts: 107
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11-15-2003 09:26
Okay having a problem with my Radeon 8500L video card or ATI 3.8 driver I suspect. The hair of all the avatars in SL appear to have white hair but only at the tips. I have tried everything to correct this. I have played with the Options for hours, adjusting avatar detail to a minimum. Taking away the Avatar Vortex option takes the problem away, however, the avatar then appears to be shiny.  Has anyone else ever had this prob, and if so, are there any suggestions on how to correct this? Help!! Taeja 
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Darwin Appleby
I Was Beaten With Satan
Join date: 14 Mar 2003
Posts: 2,779
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11-15-2003 09:56
It's gotta be the ATi Drivers. They never work...
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Touche.
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Liberty Tesla
Perpetual Newbie
Join date: 1 Sep 2003
Posts: 173
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11-15-2003 12:55
No solution to report, just that I'm getting the same problem, and have been ever since SL 1.1.0. The hair fringes, both front and back, look shiny at the edges. ATI All-in-Wonder Radeon 9700, Catalyst 3.8 drivers (had problems with 3.9 and the previous build of SL), Windows 2000 Pro.
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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11-17-2003 09:39
Actually, that's a alpha channel problem. The hair texture you're using has a certain area designated as being transparent, which the rendering engine dutifully tries to draw for you.
However, alpha channels are something SL has problems rendering at times, particularly when two or more faces with transparency textures overlap, or worse still, intersect. Our hair and eyelashes are the most noticable.
It's not just limited to ATI chipsets, either. My Nvidia card does it too. In fact, it got to the point where I was so irritated by it that I just changed to a solid hair texture. Of course, someone goofed up and broke that a little bit, but that's another story.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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11-17-2003 12:40
I have this problem also, I reported a bug about it and they said they're working on it, mine is fixed when I turn off Avatar Vertex, I don't understand what you mean by shiny-ness on avatars? That could be bump-maping on them. Another problem I noticed with Avatar Vertex when its on is that avatar faces when viewed from afar turn black, I usualy just leave this off due to these problems. The only down-side I've noticed of leaving it off is then you don't get avatar-wind-blowing effect.
What is Avatar Vertex supposed to do anyway?
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"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
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Bit Phaeton
Senior Member
Join date: 14 Nov 2003
Posts: 82
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12-12-2003 10:00
I think what it means (this is coming from an amateur though) is that a lot of the avatar rendering is done as a vertex program.
This option is only avaliable on acclerators with vertex shading.
Running this stuff through that part of the pipeline makes it alot faster, and also allows them to simulataneously add complexitiy.
Unforunately, this stuff is a lot closer to 'the bleeding edge', so it is a lot less stable.
I get weird problems on my radeon with avatar vertex on.
I get few problems on my geforce with it on, though.
I like the way the avatar vertex engine looks, though, so I tend to leave it on.
One thing I've noticed on my radeon, is that with avatar vertex on, you have to leave shiny water on, otherwise things get really screwed up.
Also, my geforce (fx 5900) system doesn't allow me to turn shiny water on. . . .
Weird stuff, anyways. Probably a result of taking the road less travelled (OpenGL).
Not that I mind, I think OpenGL is the way to go, just most 'cutting' edge games are written on DirectX now (which the notable exception of Id's stuff)
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