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texture overlapping from different prim

Screwtape Foulsbane
Registered User
Join date: 30 Dec 2007
Posts: 134
02-03-2008 15:19
I just made a new wing texture and applied it to my flapping wings. At most angles it looks fine but at others the texture on the far wing shows in front of the texture on the near wing.

These pictures were taken in the normal client 1.18.5(3). In the latest Windlight the problem seems to be worse.

Your help would be appreciated.

S
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
02-03-2008 16:16
this is due to the openGL alpha sorting 'glitch'.

the best sollution in your case would be to make sure the 2 wings intersect each other in the middle, preferably at right angles, and preferably at their 'center' (you can fake the center by using cut prims to make them meet in the middle)... this usually causes them to render correctly.

there's a similar technique that requires the textures to be aplied to different prims one set facing out, the other set facing in, but it may or may not work for multiple objects (I build 2 prim tables and chairs this way with lots of details and cutouts)
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Screwtape Foulsbane
Registered User
Join date: 30 Dec 2007
Posts: 134
02-04-2008 15:58
The prims are already cut so the senter is at the bottom so I only have to use llSetRot. I tried overlapping them but the results were the same. I'm not entirely sure I understand your second method.

I may have to scrap the wings and make prim or sculpt ones if I ever intend to sell this.

S
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
02-04-2008 19:16
the second method requires 2 prims for each wing, like a sandwich, with only the sides facing each other textured... I'm not sure if this will work or not. you may be stuck with the bug.
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Robin Sojourner
Registered User
Join date: 16 Sep 2004
Posts: 1,080
02-05-2008 10:33
Hi!

It's not precisely a bug. It's more a limitation of Open GL, and therefore it's not really something that can be fixed.

I'm giving a link to an article on the Open GL WIKI that explains the source of the problem. Just because I like to know what is really going on, and assume that I'm not the only one who does. :D

http://www.opengl.org/wiki/index.php/Alpha_Blending

Hope this helps!
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