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Jokey Domela
Registered User
Join date: 27 Jul 2005
Posts: 83
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10-11-2005 13:54
Building a house:
I texture the edges that will butt up against one another with a transparent texture. This works pretty darn well to avoid "sparklies" for the most part. Every once in a while you may need to overlap the two objects by .001 for no apparent reason other than SL doesn't want to play nice.
But what I've noticed is, if one of those 2 parts happens to be a piece that you used "cut" on (for instance cutting out a window hole), using the transparent texture and/or the .001 overlap trick still does not seem to stop the sparklies.
Anyone else ever noticed this? If so, did you ever find a workaround other than manually overlapping the heck out of the two objects?
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Lefty Belvedere
Lefty Belvedere
Join date: 11 Oct 2004
Posts: 276
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10-11-2005 14:03
i have experimented alot with this "sparklies" glitch and I'm pretty sure i haven't resolved a single thing  Once i fiddle with seam textures like you mentioned or overlapping, I swtich computers and graphic card brands and get slightly different results (new sparklies) so anyone with some pointers are welcome also, I get some headaches dealing with those seam transparnncies when i need something esle nearbye to also use a transparency so i don't always do that. I am told this is typical OpenGL alpha handling. ~lefty
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Jokey Domela
Registered User
Join date: 27 Jul 2005
Posts: 83
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10-11-2005 14:36
Oh as a P.S. to this thread.... I really enjoy "building" houses, but I cant texture them to save my life. If anyone who enjoys the "texturing" aspect of home building is lonely and could use a friend, say hello in game  Heres a few pictures of the last home I built: http://www.solguild.com/downloads/house_001.jpghttp://www.solguild.com/downloads/house_002.jpghttp://www.solguild.com/downloads/house_008.jpg
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Quince Farber
Registered User
Join date: 14 Jan 2005
Posts: 9
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10-11-2005 14:43
nice
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Keith Extraordinaire
Build! Must Build!
Join date: 8 Jul 2004
Posts: 59
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10-12-2005 12:12
A trick I use that seems to work better than the transparent texture on the seam is to make a texture for the seam. Split it down the middle with the inner texture on one half and the outer texture on the other. This trick works well for those situations when one side is light and the other is very dark like when I want a dark roof but a light ceiling.
It doesn’t have to be as high rez as the main wall textures so you can size it way down, what you are after is just the feel of the texture. Sometimes it can be as basic as just the dominant color textures.
SL has issues with texture repeat bleeding so if you set the repeat to 1x1 you will still see part of the other side of the texture bleeding through. Setting the repeat to .99x.99 resolves this.
KX
_____________________
KX Designs Studio ~ Serenite ~
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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10-24-2005 03:28
Floating-point rounding errors--Active Worlds has these too: http://tnlc.com/rw/rwx.html#seams
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Lefty Belvedere
Lefty Belvedere
Join date: 11 Oct 2004
Posts: 276
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10-24-2005 07:13
i figured it was some sort of rounding error. My understanding of these thigns is quite limited. I tried the seam idea and it does seem to work the best for far but i'm reluctant to add the seam prims to my prim overhead. I'm pushing my parcel's limit as it is  aren't we all.. ~Lefty
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