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alpha bug worse in 1.7 :(

Laukosargas Svarog
Angel ?
Join date: 18 Aug 2004
Posts: 1,304
10-24-2005 15:51
Anyone got a magic cure for the alpha bug, where, if both outside and inside of a hollowed cylinder have part alpha textures, the non-alpha'd parts of the outside edge become transparent ? Seems it's much worse in 1.7, maybe I'm just going to have to use far more prims than I wanted to :(

I tried taking a snapshot to illustrate but I crashed when I hit cmd+shift+S !
( hope that's not a new feature too ! )
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
10-24-2005 16:11
I haven't noticed that it's any worse or any better in 1.7, myself, but understand it's not just an SL issue. Practically every video game and every 3D modeling package on the market displays the exact same behavior with alphas and polygons. It's a glitch in the way these programs are written to use OpenGL. It prevents certain objects from being made, but it also makes others possible. Objects like fire, trees, bushes, etc. could not be made the way they are in SL and in many games without this "bug".

I know you probably don't like that answer, but it's a tuff situation. "Fixing" it would break a great many already existing objects, and would render a lot of widely established 3D modeling practices unusable in SL.

Anyway, the only way around it is to use extra prims to ensure that there are 24-bit textures inbetween any two 32-bit textures that you don't want to interfere with eachother. Sorry there's not a better answer.
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Laukosargas Svarog
Angel ?
Join date: 18 Aug 2004
Posts: 1,304
10-24-2005 16:16
From: Chosen Few
I haven't noticed that it's any worse or any better in 1.7, myself, but understand it's not just an SL issue. Practically every video game and every 3D modeling package on the market displays the exact same behavior with alphas and polygons. It's a glitch in the way these programs are written to use OpenGL. It prevents certain objects from being made, but it also makes others possible. Objects like fire, trees, bushes, etc. could not be made the way they are in SL and in many games without this "bug".

I know you probably don't like that answer, but it's a tuff situation. "Fixing" it would break a great many already existing objects, and would render a lot of widely established 3D modeling practices unusable in SL.

Anyway, the only way around it is to use extra prims to ensure that there are 24-bit textures inbetween any two 32-bit textures that you don't want to interfere with eachother. Sorry there's not a better answer.



heh! thanks ... I guess I knew that really, was hoping against hope I didn't have to rebuild something ;)