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Optical Illusion?

Peggy Paperdoll
A Brat
Join date: 15 Apr 2006
Posts: 4,383
02-10-2007 13:25
I've built me new house on my property recently. It's rather complex with 60 prims for a house set on a 512 lot (built for the fun of......no intentions of selling such a prim monster :) ). What I began seeing after I textured it is a few of the prims become merged with other prims...........sort of like part of one prim becomes invisible and the prim next to it is seen through the texture. Change your viewing angle and either goes away or moves to another part of the prim. For instance: I have a deck above and entry room. The deck texture is one I made to look like flag stone (though I was looking for more a slate thing...........not part of my question at all). Below, in my entry, I have the inside walls textured with a bright green and windows with transparency. When up on the deck at certain viewing angles I can see the walls with the windows showing through the deck. And in what I intended to be a bedroom down stairs I have the same wall texture only pink instead of green........and I can see my outside steps through the wall from certain viewing angles. All the prims are linked into a single linkset. When I aligned the prims I did not place them passing inside the other.......just touching each other. My walls are .10 meters thick.

Am I doing something wrong. Is it an optical illusion that I just have to live with? Is there a secret to make it go away?

Thanks for any help or suggestions. :)
Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
02-10-2007 13:32
This sounds to me like the alpha sorting glitch. If your camera is viewing one alpha transparency texture in front of another, the system doesn't know which texture should be in front. There isn't any fix for this except to use alpha transparencies very sparingly in a complex build such as yours.
Wilhelm Neumann
Runs with Crayons
Join date: 20 Apr 2006
Posts: 2,204
02-10-2007 13:41
yes are you using textures with transparent parts like windows or fences with slats? this sounds like your having the alpha channel problem which is actualy used to peopel's advantages in some issues and therefore not repaired (or so i am understanding it). Its a bug that you can't escape and the only way to avoid it is to not place two things with transparent parts built into them near each other.
Peggy Paperdoll
A Brat
Join date: 15 Apr 2006
Posts: 4,383
02-10-2007 13:53
Ahh ha...............thanks. :) Both examples I used have transparencies in one of the prims involved :) However there's another that does not. In the entry I have another room leading off from it without any transparency. There is a triangle prim for a stairway leading up to the deck. I used the vertical side of the "ramp" as a partial wall and textured it with the same green as the other walls in the entry (green, but no windows). I made a step up into this other room to avoid the terrain sticking through the floor. I textured the side of that step up the same as the outside steps (the "flagstone" I used on the deck). In order to have the vertical partial wall look more natural I did place the bottom of the ramp down inside of the room..........and at one veiwing angle instead of the green wall going down to the entry floor it looks like it goes the other rooms floor and the flagstone texture show through. Is that part of the same glitch?

Don't get me wrong........it's not a big deal for me. But if I should decide to build something to sell I wouldn't want something like that happening to me. Thanks again for your explanation.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
02-10-2007 14:42
I think you'll find, if you check, that the texture that shows an alpha sorting glitch even though it 'has no transparency' is one that was mistakenly saved as 32-bit .tga before being imported, instead of 24-bit, as most non-alpha textures should be. There is some marble and some other stone textures in the Library that have this fault. Even if a texture has no alpha channel at all, if you save it as 32-bit .tga, it will be subject to the alpha sort glitch, just as surely as a fence and a wall with a window mapped into it.
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Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
02-10-2007 14:48
From: Ceera Murakami
I think you'll find, if you check, that the texture that shows an alpha sorting glitch even though it 'has no transparency' is one that was mistakenly saved as 32-bit .tga before being imported, instead of 24-bit, as most non-alpha textures should be. There is some marble and some other stone textures in the Library that have this fault. Even if a texture has no alpha channel at all, if you save it as 32-bit .tga, it will be subject to the alpha sort glitch, just as surely as a fence and a wall with a window mapped into it.


Thats good to know Ceera, thanks. I've heard recently that the 32 bit files take longer to load than the 24 bit files, which is another reason to use transparencies sparingly.
Peggy Paperdoll
A Brat
Join date: 15 Apr 2006
Posts: 4,383
02-10-2007 15:10
Thank's Ceera..............I'm sure I did upload as 32 bit :) I resized all those textures to 512 at one setting which was 32 bit tga right before uploading them :) Thanks...........won't do that again. LOL
Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
02-12-2007 03:14
Just a note- if your build looks good, not everyone is prim-conscious when it comes to buying :)

And I don't think anyone ever got a sherpa building contract by doing something in 30 prims instead of 120 :D
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