Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

bug: flex prims aren't removed from view immediately

Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-16-2006 01:52
Steps to reproduce the bug: Set draw distance to 64m for quickest observation. Create some flex prims (the more the easier it is to see this--especially when they start lagging the client so much). Move away from the flex prims.

Observed results: The flex prims remain in-view and aren't removed until, perhaps 5-10 seconds after they should be. Object LOD doesn't seem to affect flex prim removal either.

Expected results: Flex prims should be removed from view at the same time as non-flex prims.
Yedwab Linden
Linden Lab Employee
Join date: 7 Feb 2005
Posts: 25
04-16-2006 10:40
I've tried what you say, and found nothing wrong.

I create a row of cylinders of identical size, make half of them flexible, and then fly away. They all disappear at exactly the same time, and reappear at the same time when I fly toward them. If this is not what you see please enter a bug report with your hardware configuration.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-16-2006 17:40
Weird. Is your draw distance at 64m? Non-flex prims get removed before flex prims do. When they do, move back towards them and note they don't reappear until closer than from where they disappeared.

Pentium D 820 (2.8GHz)
2GB PC4200 dual-channel DDR2 RAM
nVidia GeForce 6600GT (128MB)