
is anyone else having this problem?
i use ati x1650 and xp
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solid alpha textures in the latest build |
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Yuriko Nishi
Registered User
Join date: 27 Feb 2007
Posts: 288
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01-23-2008 16:38
i have solid alpha textures in the latest wl version when i turn of the shaders. i liked to use wl without shaders for racing, because the avatar impostosr helped to get a reasonable framerate. but now everything looks awefull for me
![]() is anyone else having this problem? i use ati x1650 and xp |
Viktoria Dovgal
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![]() Join date: 29 Jul 2007
Posts: 3,593
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01-23-2008 17:22
Yes, it seems to be affecting a lot of people. This other thread, where the problem is noticed in attachments, has some more reports:
/333/5e/237091/1.html |
Grey Blackadder
Registered User
Join date: 15 Sep 2007
Posts: 1
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more details on alpha textures issue
01-24-2008 00:57
I'm having problems with apparent transparency at distance Transparent itmes normally hidden are visible at distance, but display normal transparency behaviour when approached, or when the Zoom facilitiy is used.
Observed examples of this include the bounding rectangle of sail textures, furled sails on docked boats being visible at distance, and various anomalous objects. I too am running an ATi 1650 under XP. |
Yuriko Nishi
Registered User
Join date: 27 Feb 2007
Posts: 288
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01-24-2008 17:49
looks like LL doesn´t test what they create -.-
wl was getting better with every release for a while, was perfect for me, awesome performance, beautiful water, very stable... then it started to go backwards again. worse performance, ugly water, more crashes, and now that alpha thing -.- please go back 3 versions and start again from there! |
RobbyRacoon Olmstead
Red warrior is hungry!
![]() Join date: 20 Sep 2006
Posts: 1,821
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01-24-2008 18:04
I just can't understand the confusion of thinking that resulted in this version being made a mandatory update
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Conifer Dada
Hiya m'dooks!
Join date: 6 Oct 2006
Posts: 3,716
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01-26-2008 05:40
My alpha textures appear OK, although, as mentioned, invisible attachments show on other people like pots, pans and lumps of wood tied to them - the wooden underpants is the best one. Luckily I don't wear any invisble attachments except my ZHAO AO which is tiny.
I agree this WindLight version isn't as good as the last one, which was, for me, excellent. This is a pity, but we need to remember FirstLook viewer's for testing out new features - so we can forgive problems more than on the main viewer - but we should still shout about them!! |
Knotsauce Latte
Registered User
Join date: 22 Nov 2007
Posts: 4
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01-26-2008 16:58
The thing though, is they said they don't even plan to remove this "feature" on the jira. Like they hear us complaining and requesting it be removed and yet they don't even care or plan to do anything about it. It's the bush administration all over again. GG lindens.
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Yuriko Nishi
Registered User
Join date: 27 Feb 2007
Posts: 288
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01-26-2008 17:48
The thing though, is they said they don't even plan to remove this "feature" on the jira. Like they hear us complaining and requesting it be removed and yet they don't even care or plan to do anything about it. It's the bush administration all over again. GG lindens. that wl viewer previous to this release was the first time in my second life i thought wow finally LL made it, good job guys! and now they destroy it completely. today i really hate them for that |
SpankMe Pinkerton
Registered User
Join date: 13 Feb 2005
Posts: 158
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Such a bad idea!!!!!
01-27-2008 07:36
To make alpha channel invisible prims fully visible over moderate distances for a slight performance gain is probably the single silliest idea I have ever heard of... and I have been playing SL for a while. If this foolish idea migrates to the primary viewer, it will ruin many of my games and destroy the intended functionality of much content.
Had LL asked just 10 residents for feedback on this new "feature" I am sure 9 of them would have realized how awful this makes the environment look. Not only do objects continually jump in and out of transparency (almost creating the effect that a region is continually loading and unloading), the individual walls of single prims pop into visibility at slightly different times. It is so visually jarring that it gives me a headache. If they are going to implement this as a new "feature" they may as well just go all out and rez all avatars as wooden cubes at distances over 10 meters. Then we can all look at an ugly world with 100 fps! I hope everyone is voting on the Jira for these issues so that LL gets the message that this is an absolutely horrible horrendous awful idea with no ambiguity. |
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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01-28-2008 05:07
As I commented on the JIRA issue, this doesn't make sense. I'd wager that 99% of textures with alpha channels in a scene are used for mostly (if not completely) transparent objects. So why make them VISIBLE? This would make more sense if it turned off rendering of alpha textures in the distance, or somehow "baked" background into the texture and rendered that, updating it every now and then as required.
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