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timer causes prim to flash

Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
02-01-2006 10:50
This didn't just start happening but it came up again as I was doing something so I thought I'd re-report it in a different manner.

Steps to reproduce the bug: Enable local lighting, create a prim, and put a script with a timer in it.

Observed results: The prim flashes (almost like a fullbright/prelit look but not quite) each time the timer event runs.

Expected results: Obviously, the prim shouldn't flash. This has been happening since SL 1.7 at least and might also be related to a prim briefly highlighting (not all the time) when the camera is focused (alt+LMB) on it.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
02-01-2006 12:17
This also occurs whenever a prim is selected (edit mode), moved in mouselook mode, or, if physical, moved (collision, scripted impulse, etc).
Patrick Playfair
Registered User
Join date: 19 Jul 2004
Posts: 328
Hmmm
02-01-2006 12:28
I noticed it in a disco ball with a rotations script. Don't know if it's a bug, but the result was surprsisingly appropriate for a disco ball. :D
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The meek shall inherit the earth (after I'm through with it).

Patrick Playfair
Mythology Doesburg
Registered User
Join date: 2 Jul 2005
Posts: 13
02-02-2006 10:42
This same problem seems to also effect objects with texture rotation, like the blinking eyes on furry avs. It'll make the object completely transparent at times.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-10-2006 13:26
This also happens at night, only the reverse is true: if a light is shining on a prim, and the prim is focused on, the prim will go completely dark (relative to the nighttime brightness setting, of course). If another prim is focused on, the previous prim usually reverts to the correct light reflection intensity right away--but not always. This can be VERY annoying when working on something at night!
Felix Uritsky
Prime Minister of Lupinia
Join date: 15 Dec 2004
Posts: 267
03-12-2006 23:46
Looks like we're talking about two different bugs here. The first one, in the original post, applies only to local lighting, and causes the light effects to flash. The second one, which happens all the time, causes the object to vanish entirely, in all types of light, regardless of local lighting settings.

Would a mod care to split this thread up? :)
Nicole Heart
Registered User
Join date: 7 Jan 2006
Posts: 14
03-15-2006 06:39
Well, actually, I find that I am getting a flash when changing textures for a prim that is NOT set as full bright...

Let me explain the senario;
- Create a sphere
- Make it hollow
- Texture the outside
- Add some textures to the prims inventory
- Write a script that rotates through , on each timer event, each texture found in the prims inventory and sets the prims hollow side texture to the current walked texture.

Now don't ask me why I would want to do a walking timed texture for the hollow of a closed sphere... so just trust me on this. :)

Anyway, the result is, when viewed externally, the sphere flashes in time with the hollow texture replacement. As I say, the prim is NOT set to full bright.

Just my two pence worth... :o
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-15-2006 09:45
Yes, Nicole. Full-bright doesn't matter since the object will LOOK full-bright (or almost, anyway) when it updates (or camera-focused). I just used full-bright as an analogy, not as what actually happens (since this issue occurred before full-bright was even implemented in SL).