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ripple water issues

paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
12-17-2005 13:11
Some objects underwater dont "ripple" at all.

This plant is completely underwater. It doesnt ripple at all.
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REUTERS on SL: "Thirty-five thousand people wearing their psyches on the outside and all the attendant unfettered freakishness that brings."
Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
12-17-2005 17:05
Fractals dont work with ripples? or is that prims/alpha
Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
12-17-2005 20:11
From: Thili Playfair
Fractals dont work with ripples? or is that prims/alpha


It may be an alpha plant, linden plants do ripple. Im not sure if alpha textures dont ripple or in this case you cant see the ripple because the edge is clear.
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Runitai Linden
Linden Lab Employee
Join date: 29 Aug 2005
Posts: 52
12-17-2005 22:34
Transparent objects will never appear to be under water, which really sucks because every compelling underwater environment is full of plants.

This is because transparent objects are rendered AFTER the water is rendered, so they always appear to be in front, which is almost always what you want. Trees are rendered separately from other objects, I think before water, but I'm not sure from memory. This is why you'll often get nasty artifacts around the edges of transparent objects against trees.

Let me take a moment to talk about transparent objects. Transparent objects have to be sorted from back to front when drawn because they change the color of what's behind them on the screen when they are drawn. In order to change the color of what's behind them, what's behind them needs to be drawn first. Special transparent objects (like water and trees) are often rendered in a completely separate pass than other transparent objects because of their special needs.

In Second Life, sorting of transparent objects (alpha sorting) is done for each face of an object using the center position of the face. Wandering around the world, I see a lot of trees people have made by putting two or three intersecting boxes together (making an X or *). These trees will often draw incorrectly because their faces are intersecting each other and their center positions are all the same. A single face is both in front of and behind another. It is impossible to efficiently draw such a tree. It would be better to use 4 or 8 boxes so that none of the boxes intersect and it is always clear which face is in front of the other.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-18-2005 17:27
From: Runitai Linden
It is impossible to efficiently draw such a tree. It would be better to use 4 or 8 boxes so that none of the boxes intersect and it is always clear which face is in front of the other.
Unfortunately, that would mean using 2 or 4 times as many prims for the trees. This is one of the many prim-saving hacks people do that STAB ME IN THE EYE LIKE NEEDLES (ahem). Even when I do them.

What we really need is for the Linden trees to just become something else that can be applied to a prim, like a particle system, or textures.

CODE

llTreeSystem([
TRUNK_RATIO,0.5,
TRUNK_TEXTURE,"...",
BRANCH_RATIO,0.3,
BRANCH_TEXTURE,"...",
...]);


How about it for your next 2-week recreational hack? :)