|
Jotheph Nemeth
Registered User
Join date: 9 Aug 2007
Posts: 142
|
08-27-2007 22:47
I've got a hud I'm working on, but when it's attached, I notice considerable flashing of colors. The hud itself goes rainbow at times, especially if I'm moving or if there is an object being reshaped near me.
I see some of this normally in the game, but not nearly so much as when I have attached the hud.
The hud has some fully transparent buttons on it and a single texture. Is there a known work around for this, such as setting the color itself to black or white and doing the same for the buttons?
I've been doing a search on this bug but I'm not sure exactly what search words to use.
I've made previous huds that didn't use textures that didn't have this problem, but that's not an option here.
|
|
Salindria Thunders
Registered User
Join date: 11 Jun 2006
Posts: 29
|
08-28-2007 01:47
First off check the scripts within the attachment to find out if they listen and have anything to do with color changing or textures, some times if your using an alpha texture rather than the UUID for the alpha texture this can happen. If not then it may be the size of the hud when attached to the HUD itself instead of the body part.
Personally I feel it may have something to do with the scripting within the attachment.
Just some thoughts, and hope it helps.
|
|
Alyse Perenti
Registered User
Join date: 27 Dec 2006
Posts: 15
|
08-28-2007 05:14
You may also want to turn off any "full bright" option. That seems to be a culprit on my PC.
|
|
Jotheph Nemeth
Registered User
Join date: 9 Aug 2007
Posts: 142
|
08-31-2007 08:52
As I wrote the hud, I can assure you that it doesn't do any color or texture changes based on listens. I don't have full bright on any of the hud's prims either.
It has a basic texture itself, but it has more than one prim, with some of them being fully transparent and in front of the main prim itself.
I've since noticed that even without the hud on, I get weird SL visuals. Signs that are basically text on black backgrounds show up as all black unless I angle my avatar in the right way or stand right in front of them and look straight on.
But that's really nothing as bad as having the hud flash a kaleidascope of colors at me when I'm simply turning around.
But I suspect it's sl interacting badly with my video card. SL doesn't seem to really like the GeForce chip.
But this alpha channel information is new for me. I've seen it referenced here before but I've not managed to pick up on what it is yet. The texture itself is a 24 bit color tga file.*
I didn't make the texture, but I may flatten it out. Looking at the info on it, there's really no reason it needs 6000 individual colors. 3....3 colors is all it really needs, but I think I can shrink it to a 4 bit color model easier than a 1.5 bit color model.
Edit: the alpha channel stuff is starting to sound vaguely familiar to me, from when I did a few web page images with transparent backgrounds. Looking at the image, the very first color in the set is very much a part of the image and not meant to be transparent. Could that be part of the problem? I seem to remember that the first color position is intended for transparent backgrounds but I could be wrong. It's been over 10 years.
*Edit 2: Never mind on explaining the alpha channel stuff. I just found the sticky for "Transparency and Alpha Channels: The Definitive Guide". Doh.
|
|
Katryna Jie
Registered User
Join date: 24 Jun 2007
Posts: 187
|
09-12-2007 19:43
I have a GeForce too.. and I get the same flashy issues. I thought it had something to do with the shininess of objects, but I could be wrong ~_~
|