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Valradica Vanek
Registered User
Join date: 1 Aug 2006
Posts: 78
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10-31-2006 05:36
I have a wall (in my house) with windows in it created with transparent textures, so I can see out. I tried to put curtains in front of the window by creating another prim with the curtains on it and placing it in front of the window. But as I walk around I can never get the curtains to look like they are in the same place. My guess is that this is a rendering issue in SL, but don't know for sure what to do about it.
I have also noticed that if I am building something where the object is an odd shape and I try to use intersecting prims with textures on selected surfaces, that it is nearly impossible to get seams to match, no matter how much I fool aroumd with it. from one angle, it looks very good, but if I move, its all out of whack.
I suspect that the two problems are related, but How does one get textures on separate prims to line up?
Any clues would be helpful. Valradica Vanek
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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10-31-2006 09:08
From: Valradica Vanek I have a wall (in my house) with windows in it created with transparent textures, so I can see out. I tried to put curtains in front of the window by creating another prim with the curtains on it and placing it in front of the window. But as I walk around I can never get the curtains to look like they are in the same place. My guess is that this is a rendering issue in SL, but don't know for sure what to do about it. You're right that it's a rendering issue, but just so you know, it's not limited to SL. It happens in nearly all OpenGL applications, including all video games, and most 3D modeling programs. It's called the alpha sorting glitch. For more info on it, check the Transparency Guide at the top of the texturing forum. From: Valradica Vanek I have also noticed that if I am building something where the object is an odd shape and I try to use intersecting prims with textures on selected surfaces, that it is nearly impossible to get seams to match, no matter how much I fool aroumd with it. from one angle, it looks very good, but if I move, its all out of whack. I'd guess either your object detail settings are not high enough, resulting in too few polys to intersect perfectly from all viewpoints, or else you're just not aligning things the way you think you are. If it's the former, check your preferences, and make sure your detail settings are maxed. If it's the latter, then I'm not sure what to tell you without seeing what you're doing, except to say use as much math as you can. Don't rely on what you think you see on a 2D monitor trying to represent 3D space. Build by the numbers for exact fits. From: Valradica Vanek I suspect that the two problems are related, I'd say it's only related if the second problem you're describing has to do with intersecting alpha-textured prims. If it does, then you'll never get it to work, as the alpha sorting glitch will always prevent you from seeing the whole of both prims at any one time. If that's not what you're talking about, then it's two separate issues. From: Valradica Vanek but How does one get textures on separate prims to line up?/QUOTE] As I said above, the way to do it is with math. The size of each prim, the angle at which they align, and the repeats and offsets per face are all factors you need to calculate. Hope that helped. 
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