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Changes to maximum level of detail (LOD) on the torus?

Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
07-11-2006 12:02
Very recently (last update I think) the maximum level of detail that a torus will go to changed. It used to be that the cross-section of a torus would always be a "circle" drawn as a 20 sided polygon. Now it is sometimes a 20 sided polygon and sometimes a 16 sided polygon. This has screwed up a bunch of my stuff, as prims that used to line up perfectly with each other no longer do.

My question: Is this a bug (I reported it of course) or as I suspect a way to increase performance by reducing the numbers of polygons being rendered? If the latter then I'll have to go round my builds fixing seams, alter some building techniques for the future (and I think some things will no longer be possible). If the former then I'll just wait for the bug to be fixed.

Thanks.
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-Seifert Surface
2G!tGLf 2nLt9cG
Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
Seconding Siefert's report on the LOD on the torus...
07-11-2006 16:34
Seconding Siefert's report on the LOD on the torus...

We're seeing the same problem over here with torus (and cylinder cross-section) LOD.

Sometimes it's 20 sides max, sometimes 18 max, sometimes 16 max.

I did some tests on this last night and the maximum LOD on these prims is still capped versus what it was when 1.10 was released. (pre 1.10.2 changes and 1.10.3 fixes to those changes.)

i.e. Before the "really big LOD lowering" which we rallied to get back to a decent level a few versions ago, these would - when zoomed in very close - be effectively completely round.

To review:

1.10.2 lowered LOD to a point that was very bad ...
1.10.3 fixed this somewhat, after 'popular demand' to bring it back to a useable level, but it seems that torii and cylinders did not get the full treatment.

Other folks are reporting that while 1.10.3 was an improvement, there are still problems.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
07-12-2006 12:37
Merged. Thanks.

I'll forward this to our graphics gurus...

[UPDATE] Yes, this did change as part of a round of more framerate optimizations. So it's intentional. We're open to feedback about it--I'm gonna head over to the thread Michi linked and ask.
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