Anyone else experiencing this texture bug?
see picture:
http://www.twistedboy.com/2nd_Life/texture_bug.jpg
I would love to get this fixed.
Sinatra
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1.1 Texture bug |
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Sinatra Cartier
From Beta to Zeta!
Join date: 8 Jan 2003
Posts: 533
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10-25-2003 15:48
Anyone else experiencing this texture bug?
see picture: http://www.twistedboy.com/2nd_Life/texture_bug.jpg I would love to get this fixed. Sinatra _____________________
![]() ...and I think to myself, what a wonderful world. ![]() ![]() ![]() Sinatra's Spook House Ride: Noyo (100, 150, 25) ![]() |
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Darwin Appleby
I Was Beaten With Satan
Join date: 14 Mar 2003
Posts: 2,779
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10-25-2003 15:52
Oh, in that case, no
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Touche.
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Pirate Cotton
DarkLifer
Join date: 26 Sep 2003
Posts: 538
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10-25-2003 16:04
Had similar on a GeForce 4 at work. Upgrading to the very latest drivers released thursday fixed it.
Pirate _____________________
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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10-25-2003 22:56
Nope...
But I'll be happy to share this beauty again: I've verified that it's NOT animation related, but texture related...possibly for large textures only. And lowering my video card memory settings (ATI of course) instantly reduces the frequency of this occuring. ![]() |
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Jericho Powers
Hero Without A Cause
Join date: 31 Dec 1969
Posts: 166
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10-26-2003 10:09
Ah, I know that bug well. You say lowering the memory size helps? I'll try that. And yeah I notice it more on big textures, ie the 1024x1024 variety.
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Gibson, thereabouts.
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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10-26-2003 19:16
Yes. When I see this problem on a texture, if I set my video card memory usage to say 32mb it will vanish. If I knock it back up to 64mb afterwards, it comes back. (Same thing if I set it to 128mb after the 1.1 patch.)
Somewhere, memory is getting accessed that shouldn't be, I guess. Although...even if I set the video memory setting to 32 sometimes I'll notice a brief flash of the same thing, (with a much lower frequency of occurance). I'd just leave it on 32 but textures look so much crappier and blurry to me on that setting... I didn't get the more expensive vid card for blurries. ![]() Probably ATI's fault. Or even Dell's since my card is a stupid "variant" of a good ATI card, which originated from freakin Dell. |
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Jericho Powers
Hero Without A Cause
Join date: 31 Dec 1969
Posts: 166
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10-27-2003 05:46
I have a ATI 9700 PRO with the standard 128 megs of ram, I am really hesitant to bring it all the way down to 32megs, I would rather live with the occational corruption.
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Gibson, thereabouts.
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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10-27-2003 14:49
I saw it once, didn't change anything, and haven't seen it since.
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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10-27-2003 21:42
I see this often enough that I leave it on 32 sometimes, but put it back to 128 when I restart SL. I pretty much only lower the setting if I run into a problem.
This is much more annoying if a wall or floor texture has this bug...it can really make the game look stupid. I know the walls in Daemioth's Lindenworld build do this occassionally, as well as the base texture Ezhar uses for his Senso game (and map). I think I noticed it once on the Timeplunge ride, too. (forget what texture it was) Doesn't deserve to be a high priority bug but it'd be nice if it were fixed some day. The interesting thing about this is that it definitely gets more visible the closer you get to the texture. Back up enough and it'll look fine...it's like increasing the transparency on the green corrupted part until it's at 100%, and the texture looks normal. It's also repeated (the same weird pattern) for every repeat of the texture. |
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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10-29-2003 11:38
You guys have the exact same problem I've been harping about for 3 months
![]() Radeon 9000 here... From what I've been able to gather, It happens when you play for extended periods of time... and it LOOKs like some textures are crashing into other textures... for instance, if I walk by a place with red textures all over, and then walk to another build and it corrupts, I'll see bands of red all around it. So maybe it is a memory problem... LF _____________________
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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10-29-2003 16:07
Oh I'm already 99.9% sure it's memory related...
The same kind of things happen when you're doing graphics programming and you try to draw something onto your screen using the wrong chunk of memory, heh. (oops) I think it's more related to how many textures you've had to display/download/view since you've been playing, and the size of the textures. So playing for longer naturally will cause this bug to appear, if you're moving around. I think the older (first loaded) textures are more prone to being corrupted. Kind of like SL thinks the textures are still in memory but they aren't, or they aren't where they should be. Bleh, It's impossible to guess. I get green mostly, and once I noticed a cool multi color green/blue/red/etc effect. Looked neat but it was basically random garbage. ![]() |
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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11-02-2003 21:42
Any update on this?
Please? LF _____________________
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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11-03-2003 00:29
Heh yesterday I actually still had the problem when set on 32mb...I REFUSE to set my memory setting to 16 and have a view like Steve Erkel without glasses, when I have a 128mb card.
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Kraad Skallagrimson
Junior Member
Join date: 27 Oct 2003
Posts: 9
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11-03-2003 22:03
Actually, I'm not sure if this is related or not, but I have frequently getting "blurry" text in the script displays (editor, props, etc) as well as on the "Statistics Bar".
It appears as if they've been either seriously over-AA'd or else I'm seeing a mipmap'd version of them intended for a much lower LoD than what was intended. They're not really readable, though word-forms are sometimes distinguishable. They almost look like "greeked" text (e.g. text-like squiggles intended to resemble text on textures). I first noticed it after switching from full-screen to windowed display, although switching back did not fix it. The only fix I was able to find was to completely log out and restart SL. Anyone else seen this? Know what causes it? I'm running the latest 52.16 NV drivers on a GF4Ti4400 AGP, but have never seen this problem in any other games/MOGs. Also, as I'm a noob here, how do I file a formal bug report? |
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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11-04-2003 20:40
Hmm, since it's your GUI doing that I don't think they're at all related. (We're talking more about texture corruption.)
As for bug reporting, go to Help->Report Bug (or something like that). |
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Kraad Skallagrimson
Junior Member
Join date: 27 Oct 2003
Posts: 9
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11-05-2003 01:08
Originally posted by Garoad Kuroda Hmm, since it's your GUI doing that I don't think they're at all related. (We're talking more about texture corruption.) I strongly suspect the problem is somehow related to mipmap LoD, as in all cases the "blurry" text is a rather accurate depiction of what would appear if the texture were rendered one LoD level less than "full detail". As I believe they are using Z for stacking elements, perhaps the stacks of rectangles are somehow moving outside the "full detail" LoD Z range? Alternately, if the textures are corrupted, the attribute pointers to the various LoD levels could be getting corrupted. This would result in the engine rendering what it believes is a full-detail texture, but instead getting a lowered LoD. I do think, as both problems described here seem to involve corruption of the texture "attribute" information (in one case, it's the attribute describing wrap method, in another the LoD info), there's a chance the two are related. In any case, thanks for the bug report information, I'm filing it shortly after a bit more testing. _____________________
Kraad
Spiffy sig coming soon. |
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CrazyMonkey Feaver
Monkey Guy
Join date: 1 Jul 2003
Posts: 201
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11-05-2003 10:04
Actually, that looks a lot like texture clamp(its a feature).. and it looks like the whole texture is there, its just not repeating.. I bet its either a SL bug dealing with you card, or a change in SL exposed the bug in you driver, either way new or diffrent drivers I bet would fix it.
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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11-05-2003 20:05
If that's how the GUI is implemented I can see the possibility.
Just to make sure, we are still talking about this bug right? Texture bug |
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Kraad Skallagrimson
Junior Member
Join date: 27 Oct 2003
Posts: 9
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11-05-2003 20:09
Originally posted by CrazyMonkey Feaver Actually, that looks a lot like texture clamp(its a feature).. and it looks like the whole texture is there, its just not repeating.. I bet its either a SL bug dealing with you card, or a change in SL exposed the bug in you driver, either way new or diffrent drivers I bet would fix it. I believe the problem may be that the clamp attribute (or state) for a given loaded texture is one of the attributes I mentioned that can be corrupted by this problem. Either the gfx context state is being altered/corrupted, or the bound texture state is being altered/corrupted in-place, it seems. I don't believe this is a driver issue, since these issues seem to cross gfx card vendor boundaries. It could possibly be a D3D or D3DX bug (not sure which they use internally, and obviously D3DX feeds into D3D underneath), but if it was I'd expect to see far wider reports of problems across many titles. It's the fact this seems so constrained to SL, despite SL's engine doing pretty much what so many other MMORPG and 1st/3rd-person-view games' engines do, which makes me seriously lean towards SL or some other SL+* combination culprit actively corrupting the existing gfx context. It might be a driver or D3D(X) bug, but I'd say first LL needs to rule out SL as the culprit. _____________________
Kraad
Spiffy sig coming soon. |
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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11-05-2003 20:23
When you mentioned D3D (etc) I remembered that I have the DX SDK installed on this thing. Never got around to using it much but it makes me wonder if a debug dll or something that may have been installed with it could cause this. I would hope that SL isn't using debug dlls or something goofy...heh, that'd be uncool. Bleh I don't even know what that'd do. Probably unrelated.
But yeah, driver changes don't seem to effect this. I've had at least two versions... I guess I'll try the new 3.9 cat and see what happens... |
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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11-28-2003 14:18
Bump
3.9 didn't help btw (not that I'm surprised) |
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Calla Neva
Registered User
Join date: 15 Dec 2004
Posts: 30
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OMG! I hate this
05-31-2005 11:04
Ok i have the same problem with ATI 9...
I have filed numerous reports with pics and not one single response! My biggest prob is with the clothing i buy. Spend the big bucks on clothing and i end up naked with pink and green film strip looking skin. Other textures (stone, water ect) end up with the green filmstrip look. Someone please come to the rescue ![]() |
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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05-31-2005 14:24
My biggest prob is with the clothing i buy. Spend the big bucks on clothing and i end up naked with pink and green film strip looking skin. Other textures (stone, water ect) end up with the green filmstrip look. Do you know what video card you have? How about motherboard and CPU? What kind of RAM do you have? How long has this problem been happening? _____________________
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