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Bleeding alpha textures

Tiziana Corleone
Registered User
Join date: 22 Sep 2006
Posts: 54
01-16-2008 14:44
I have made a wall texture with an alpha window and have applied it to the inside of a hollow cube (trying to save prims). I applied another texture (exterior wall with alpha window) to the outside of the box. I also have the same wall texture with an alpha door which is placed next to a path cut in one side of the wall box. From a distance it looks OK but, as the view moves closer, parts of the back wall of the house become visible through the front wall/door prim. At first, I thought it had something to do with building at 400m; moved to ground level, the same bleeding-through occurs. Curiously, this effect only occurs with the adjacent door prim.

Is there some sort of proximity conflict with 2 alpha textures close together? I'm not at a sim boundary so the servers shouldn't be in conflict.

... hard to believe I'm the only one ever to have this problem ...

Thanks!
Arikinui Adria
Elucidated Deviant
Join date: 18 Aug 2006
Posts: 592
01-16-2008 14:51
Hello Tiziana!

Sounds like you are witnessing the infamous Alpha Sorting Glitch. It happens anytime you have two prims with alpha textures next to each other.

Best,
~Ari
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
01-16-2008 15:23
Yup. Just to clarify, the glitch occurs in nearly all 3D applications, not just SL. When two 32-bit textured surfaces overlap in close proximity, the renderer has to make a decision about which one should be drawn as "in front" of the other. What the computer thinks of as "front" and "back" are not always the same as what you as a human observer thinks.

The way to deal with the issue is to work around it. Find other solutions that don't involve overlapping 32-bit textures. In your particular case, that will mean expending extra prims. There's no way around that.
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Tiziana Corleone
Registered User
Join date: 22 Sep 2006
Posts: 54
Thanks!
01-16-2008 16:04
Thanks, y'all! I did try interposing a non-alpha prim and it seemed to work. ... back to the drawing board!

Thanks,again!