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On making a rounded pool and matching textures

Imagin Illyar
Owner, Willowdale Estates
Join date: 6 Feb 2008
Posts: 290
05-16-2008 09:44
I'm making my first pool. I really like the rounded style and am just using non-textured, tinted prims to fill in around it (the plain dark blue area inside the wall, outside the actual pool).

I used Prim Docker to assure perfect alignment, there are no overlaps, not even any textures and still I see texture flashes. From some angles, rectangular ones usually.

I've attached a snapshot - be gentle, it's my first and it's not finished.

It seems to happen whether I use a texture or not. I'm assuming this is an SL limitation but even so, there must be some tips on working around this kind of thing?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
05-16-2008 15:05
trouble isnt so much the overlap it's the way lighting and anti aliasing works...

you can try color matching the touching sides, but the lighting will darken or brighten that, and making it clear leaves a chance that whatever is below will show through as anti aliasing decreases with odd angles, as well as your own settings, not to mention prim size rendering (the root cause of the odd andgle problem I think)

clearing the sides and having a similar color underneath at a parallel angle should cure this, and might be accomplished cheaply with a single buried mega. the matching angle would induce the same shading, so the flaws would seem to disappear (though in reality still be there) all assuming solid or imperceptible paterns (like spray / blur paterns)

PS looks nice
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