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Rocky Rutabaga
isn't wearing underwearâ„¢
Join date: 14 Apr 2006
Posts: 291
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04-06-2007 12:03
This may not be the right forum, but all y'all are (IMHO) the sharpest tacks in the box, so I'll start here.
I have three pyramids sharing the exact same x,y,z coordinates. Each contains a rotation script, but each is set at a slightly different speed than the others. I have the same texture in each and set at 50% trans. When they are three separate prims, the textures are fine. But if I link the three to a static base prim, the textures begin to flicker. I unlink and the effect goes away.
Any thoughts on how to eliminate the flicker, while still linking them? Or is this just SL?
Thanks for your time.
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Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
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04-06-2007 13:39
You're right...completely wrong place to post the question--better under building tips.
The shapes need to be different sizes really...if your textures are all in the exact same 'place' they will compete with each-other to be 'shown' and cause flicker.
_____________________
--AeonVox--Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms chasing ghosts, eating magic pills, and listening to repetitive, addictive, electronic music.
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Sterling Whitcroft
Registered User
Join date: 2 Jul 2006
Posts: 678
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04-07-2007 04:18
An interesting question, Rocky. Its a problem with a scripted build whose textures flicker. Are they alpha textures with see through parts?
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Rocky Rutabaga
isn't wearing underwearâ„¢
Join date: 14 Apr 2006
Posts: 291
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04-08-2007 06:19
From: Kenn Nilsson You're right...completely wrong place to post the question--better under building tips.
The shapes need to be different sizes really...if your textures are all in the exact same 'place' they will compete with each-other to be 'shown' and cause flicker. Actually, they work fine when not linked. No flicker as they pass through each other. The only change that causes the flicker is linking them to the static base. Sorry I'm in the completely wrong place. Thanks, Sterling, for the help.
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Sterling Whitcroft
Registered User
Join date: 2 Jul 2006
Posts: 678
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04-09-2007 20:10
Rocky, Its just hard to understand why 'linked' prims that have "scripted turn" have texture flicker, while, 'unlinked' prims with scripted turn don't.
Do the textures flicker if the prims are UNSCRIPTED, but still linked? That may be hard to spot, since you'd have to manually turn the individual prims.
<I saw some of your cool kaleidoscope art works! Is that where this problem shows up? Post the SLURL location of a LINKED set that has the flicker problem, so I can see them in world.>
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