Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Build Flickers

dagz Barnave
Registered User
Join date: 18 Nov 2005
Posts: 8
03-22-2007 19:02
A lot of the times when I cam on a wall my the build of my floor or pieces of my wall starts flickering and I start seeing my land under it. Is there anyway that I can stop this? The thickness of my walls and floor are 0.153. I tried making them thicker but that didn't seem to help. Also this is really annoying..
Thunderclap Morgridge
The sound heard by all
Join date: 30 Sep 2006
Posts: 517
03-22-2007 19:17
its a bug. One of many that haunt us. Report it and accept its existance there is nothing you can do about it until its fixed. I have to deal with the appearance bug everything I make clothes. (scroll through of all available textures while selecting a new shirt so I cant see the windows.)Its been at least two month since that started.
_____________________
Gimp:
n : disability of walking due to crippling of the legs or feet
ie. lameness, limping, gameness, claudication

secondlife://Amaro/77/130/39
Come to Thunderclap: the gospel chapel
and Thunderburst: Mens clothes and more.
Geuis Dassin
Filming Path creator
Join date: 3 May 2006
Posts: 565
03-22-2007 23:34
This isn't a "bug", its related to how 3D images are being shown in SL.

You have 2 prims occupying the same space, or overlapping in parts. The problem has something to do with occlusion. What you need to do is make one of the prims slightly off of the other one.

For example, if you have 2 floor prims overlapping, make one .001 higher than the other.
Tyci Kenzo
K2 Owner and Designer
Join date: 8 Dec 2005
Posts: 285
03-22-2007 23:43
i have this problem also and it has nothing to do with prims overlapping....i built the house i know they are not overlapping

ill be standing there fine and a area rug wil flicker in and out or a piece of floor flickers in and out and i can see the level below me

its very annoying wish it would get fixed
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
03-23-2007 09:33
From: Geuis Dassin
This isn't a "bug", its related to how 3D images are being shown in SL.

You have 2 prims occupying the same space, or overlapping in parts. The problem has something to do with occlusion. What you need to do is make one of the prims slightly off of the other one.

For example, if you have 2 floor prims overlapping, make one .001 higher than the other.

Geuis, if I'm reading the OP right, you're talking about a completely different definition of "flicker" than he/she is. You're correct, of course, that when two surfaces occupy the same space, SL (like all 3D apps) will toggle display between them, pixel by pixel, from frame to frame. That doesn't seem to be what Dagz is talking about though.

From: dagz Barnave
A lot of the times when I cam on a wall my the build of my floor or pieces of my wall starts flickering and I start seeing my land under it. Is there anyway that I can stop this? The thickness of my walls and floor are 0.153. I tried making them thicker but that didn't seem to help. Also this is really annoying..

Dagz, there are two possibilities for what you're describing. The first is a bug that popped up a few months ago, whereby prims just up and disappear for no good reason as you move the camera around. It's very annoying. The problem seems to be amplified when planar texture mapping is used, but from what I've experienced, planar mapping is not a requirement to make it happen.

The other possibility would pull your problem back into the non-bug category, or more properly, the non-SL-bug category. Since you mentioned focusing your camera on a particular wall causes the problem, I'd say it's likely that what you're describing is the alpha sorting glitch. The glitch is an issue in almost all OpenGL applications, including every single video game on the market, and most 3D modeling apps, even high end, very expensive professional grade programs. See the transparency guide on the texturing forum for more information on exactly what the alpha sorting glitch is, since I don't feel like going into detail for the millionth time here.

For now, I'll just say that if you're using 32-bit textures where you only really need 24's get rid of the 32's and replace them with 24's. Never ever use 32-bit textures unless you absolutely need part or all of a surface to be transparent, and don't overlap 32-bit textured surfaces in close proximity.


From: Tyci Kenzo
i have this problem also and it has nothing to do with prims overlapping....i built the house i know they are not overlapping

ill be standing there fine and a area rug wil flicker in and out or a piece of floor flickers in and out and i can see the level below me

its very annoying wish it would get fixed


Tyci, if I had to guess, I'd say your rug problem is an alpha sorting issue. By your description it sounds like you've got 32-bit textures on your rug and on your floor. For the rug, you might not have any choice. If it's got fringe or lace or anything else that requires parts of it to be transparent, then it has to be 32-bit. Floors, however, almost never should be 32-bit. Try retexturing your floor temporarily with an image you know for a fact is 24-bit (like the default plywood), and see if the problem goes away. If it does, then you know your original floor texture is the culprit. Replace it with a similar looking 24-bit texture, and you'll be good to go.
_____________________
.

Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
Robustus Hax
Registered User
Join date: 4 Feb 2007
Posts: 231
03-23-2007 11:33
I have the same problem. didn't realize it had to do with 32 bit, but I was using it for transparent windows on buildings. I get this problem where the two prims meet at certain angles you can see one of the prims small side (the side of the prim not supposed ot be seen) of the wall show through. Its very annoying, and it happens even when they are not overlapped.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
03-23-2007 12:19
From: Robustus Hax
I have the same problem. didn't realize it had to do with 32 bit, but I was using it for transparent windows on buildings. I get this problem where the two prims meet at certain angles you can see one of the prims small side (the side of the prim not supposed ot be seen) of the wall show through. Its very annoying, and it happens even when they are not overlapped.

By "overlap" I don't mean physical overlapping. I mean visible overlap within your 2-dimensional field of view. Put one object in front of another, and the two are "overlapping" from your point of view, even if there's physical distance between the "front" one and the "back" one.

The reason you're seeing the edge surfaces of your wall components is because the "front" surface of the wall is "overlapping" the "side" surface from your camera's point of view. Please read the transparency guide to learn more about when you should and shouldn't use 32-bit textures. "More bits" doesn't mean better than "less bits".
_____________________
.

Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
Learjeff Innis
musician & coder
Join date: 27 Nov 2006
Posts: 817
03-23-2007 12:36
I've also had this problem simply due to making the floor covering too thin. Sorry, but I don't remember the numbers. It was in a skybox at 400M (which probably doesn't matter, but just might for some odd reason). IIRC, the floor covering was very thin like 1 cm, and making it thicker made the problem go away.

It defintely would come and go depending on how my camera was pointed, or zoomed, etc. No clear pattern.

In this case, no 32-bit textures were involved.
Wilhelm Neumann
Runs with Crayons
Join date: 20 Apr 2006
Posts: 2,204
03-23-2007 18:53
it sucks when you are trying to make shoes with a shiny surface like I am right now i got flickermania going on here..