Prim Drift
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Eben Slade
If the wind stops, row!
Join date: 17 May 2007
Posts: 146
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08-03-2007 11:16
What exactly is prim drift? What causes it? Is there a way to prevent it? Every now and then, I see that my items have moved a few meters, and move them back, but if I understand it better I won't be so frustrated by it.
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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08-03-2007 11:38
From: Eben Slade What exactly is prim drift? Prims moving from the position you put them. From: someone What causes it? Rounding of position vectors on the server. From: someone Is there a way to prevent it? Only by placing prims at exact positions that won't get rounded (it's a binary (or was it hex?) thing on the decimals, so you might want to check how it works - I've forgotten). DISCLAIMER: It's ages since I've poked at SL, my answers may be slightly off or missing in detail.
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
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08-03-2007 13:13
I had thought that prim drift got fixed a few months back (at least one form of prim drift). Are there any scripts in the object that is drifting?
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Chas Connolly
Registered User
Join date: 24 Jan 2007
Posts: 1,433
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08-03-2007 13:15
Prim drift is what happens when a prim you're working with gets bored with what you're doing and tries to escape unobtrusively. You have to keep those prims interested!
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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08-06-2007 04:37
From: Seifert Surface I had thought that prim drift got fixed a few months back (at least one form of prim drift). Are there any scripts in the object that is drifting? That's awfully nice of them. Remember which version so I can go check the notes?
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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08-06-2007 06:13
From: Eben Slade ...my items have moved a few meters... A few *meters*? That's not prim-drift, unless this object is somehow placed at an elevation of about a million meters, or is scripted to do some exotic rotations over thousands of repetitions. A few *millimeters* of "drift" can happen even at 0 elevation in the 0,0 corner (the least "drifty" location) of the sim, due to repeated floating-point rounding. And yes, in the past sim bugs would sometimes cause somewhat larger offsets. But something else must be going on here to offset an object by *meters*. If the objects don't have to move at all, I'd try locking them and seeing if that prevents whatever is causing this.
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
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08-06-2007 10:00
From: AJ DaSilva That's awfully nice of them. Remember which version so I can go check the notes? I don't think it was at all well release noted. Talk to Qarl about the details though, he did the fixing.
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-Seifert Surface 2G!tGLf 2nLt9cG
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Dytska Vieria
+/- .00004™
Join date: 13 Dec 2006
Posts: 768
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08-06-2007 10:35
One mention in release notes for 1.13.4(59510) March 22, 2007 is that SVC-15 fixed it, but in Jira, some say it has not been fixed.
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Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
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08-07-2007 07:12
It's usually people, unless it's that annoying thing where rotations get +/- 0.05 degrees randomly allocated, which makes cracks in multi-part builds.
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Ace's Spaces! at Deco (147, 148, 24) ace.5pointstudio.com
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