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Prim Drift and Misalignment

Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
02-05-2006 02:15
Has anyone else been experiencing prim drift on regular unlinked prims recently?
I'm getting simple cubes that are 10x10 which are impossible to align even by rekeying in all the attributes. It leaves a minuscule gap when placed side by side.
Newly rezzed cubes seem fine.
Jackal Ennui
does not compute.
Join date: 25 May 2005
Posts: 548
02-05-2006 03:52
I've had alignment and shift problems last night, with newly created large-scale prims. After linking, copying, rotating (by numbers) and subsequent unlinking, the prims were off by +-0.001 in the Z axis, or were rotated by an additional 0.05 deg, or both. Re-keying the coordinates and rotations seemed to help, so far.
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Upshaw Underhill
Techno-Hobbit
Join date: 13 Mar 2003
Posts: 293
02-05-2006 10:38
This is not really a bug but a limitation of the system... floating point numbers represented with binary will ineveitably have rounding errors.

A question to the binary math gurus: *cough*Strife,Christopher,?*cough*
Is there a coordinate or multiple which would be a better starting point? Some 'perfect' binary float number(s) that would reduce this effect? And by the same token, would we better off with 8m prims or or something like that to better mesh with binary floating point accuracy?

Actually in thinking about that the other problem is that the size being a float and the coordinate being the middle of the item you're moving, you're always dealing with 1/2 the size of the prim to determine the position of it's edge.

hmmm... it gets uglier the more I think about it... simple answer... use fullbright and no or simple textures so it's just not noticable :)

L8r,
UU
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Bertha Horton
Fat w/ Ice Cream
Join date: 19 Sep 2005
Posts: 835
02-05-2006 16:41
I remember setting X rotation to 0... it kept realigning at 359.95... over and over I retyped the zero... funny, I thought they fixed the realigning bug?!?

Finally I realized I had the vehicle set to physical.
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Rez Menoptra
Registered User
Join date: 29 Nov 2005
Posts: 69
02-05-2006 17:51
I build alot, and I've noticed since the past update --

even when keying in entries, if i wait just a second or two after typing in the (say) position fields, I'll have prims jump back halfway to where they'd previously been, or worse, just some random distance back toward where they were.

Happens on scaling and rotating too. It makes building incredibly slow if you have to reset pieces over and over.

And, after seeing this thread and talking with people in world, I'm pretty sure it's not just me.

Didn't see this problem before the last update...it's as if by fixing the tab+enter bug, they've somehow made the text fields unreliable. I'm hoping this will change with the next update.
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
02-05-2006 20:50
From: Upshaw Underhill
This is not really a bug but a limitation of the system... floating point numbers represented with binary will ineveitably have rounding errors.


Sheesh. These are simple cubes maxed out to 10x10 and aligned with the grid. I'm wondering why the number 10 needs to give birth to some recalcitrant prims with floating point errors. This used to not happen much.

Its even more annoying that the edit panel goes as far as 3 decimal places, but ends up rounding it for you.
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
02-06-2006 00:01
binary is in 2 states on or off so i would assume that mutiples of 2 would be the awnser

course its not measuing in 10x10 m prims its really more like 9.99998 or something silly, but its really more simple than that, the system measures in 0.00001 increments couse our best imput of that is 0.001 so theres drift inherent in the system