SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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07-11-2006 17:05
I'm im preview 1.10(6) Siva grid located at Morris/90/214/76 inside a cube left there by someone else.
Tthe cube appears to have default wood on the outside and transparent texture on the inside.
The stuff outside is flickering in and out of visibilty, piecesa at a time, while the avatar and camera are motionless.
Turning the occlusion culling off causes the objects to be continuously visible like they would normally and should be.
This is the first occlusion culling flickering I have seen. Anyone wanting to see it might want to stop by this spot before the preview grid goes bye-bye.
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.
I can be found on the web by searching for "SuezanneC Baskerville", or go to
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http://lindenlab.tribe.net/ created on 11/19/03.
Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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Probably invisiprim texture.
07-12-2006 04:24
You can see this on the main grid in the skybox above Coonspiracy Beach on Furnation Forest (which has to be in the running for the Most Frequently Renamed Sim In Second Life - in two months it's been Raccoon Valley, Raccoon Hill, and now Furnation Forest) because I was able to *double* my FPS by culling the skyboxes in Furnation Omega with invisiprims.
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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07-12-2006 10:21
You're probably talking about my cube (it tracks the number of visits in hover text at the top of the box?). I encountered this as well and got a Linden response. The basic answer is: Morris is a horrible, horrible place.
It does sometimes happen on the main-grid too in certain circumstances, and my thoughts are that it's because it does OC the wrong way round. The behaviour is because of moving objects causing culling cubes they are in to become visible, and then when OC runs a check them become invisible again (because you can't see them). Anyway, IMO it should be the other way around, a moving object shouldn't cause that cube to become visible if it's currently invisible, it should remain as it is, and OC should immediately update that cube (and any cubes required to process that update). Rather than waiting for a full pass and having flicker. This way if a cube is now visible (or parts of it) then it becomes visible almost instantly (slight delay as the quick update is performed), otherwise it remains completely ignored and doesn't cause flicker and full updates.
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