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Staying on grid?

Herbert Horsefly
Registered User
Join date: 19 Mar 2006
Posts: 21
03-25-2006 20:38
Is anyone else having trouble keeping things aligned to the grid or seeing irregularities in positioning?

I made a test cube and Shift dragged it upward on the Z axis to make a copy. The cloned cube has the exact X, Y coords as the one below and yet they are still off by a tiny amount. I can't even stack stuff correctly.
nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
03-26-2006 06:05
I've noticed this also, I tend to make my shift drag very slowly until the new one appears (the one which is left behind). It's pretty annoying but I've become accustomed to it, taking a note of the (in the example Z-coord) position before shift dragging, should it shift.
Leena Khan
Lasting Impressionist
Join date: 21 Apr 2004
Posts: 200
03-26-2006 07:36
If the gap you are talking about is less than 0.001m.. that's a well known bug (tm) in SL...

There are various tricks and tips people in SL have for avoiding this.. I just try to build by the numbers, which means no drag duplicating, but use Ctl-D (Duplicate) then modify the settings in the pimitive edit window to put it in place.

Basicly whats happening is a floating point error that s making a primitive position sometihng like 2.50001 rather than 2.500.. And that error is impossible to get rid of.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
floating point rounding errors
03-26-2006 07:38
Doncha just love floating point rounding errors? SL's full of them. The object editor dialog is particularly annoying when it decides to round cuts and other prim parameters. THANKS, LL! Of course that started happening with the dreaded SL 1.7 release, too, I think.
Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
03-26-2006 10:09
Ah, this dreaded bug thing.

Maybe it's just how I build things, but I've never seen it on my builds. In 3 years of making stuff, I've never noticed it. Is this for small-scale building?

Another possibility is it's a client/openGL bug; the client might not be rendering the dimensions of the cubes properly, due to your drivers or whatnot.

Another possible fix to this is to input the numbers manually; that's normally how I build, by inputting the coords instead of relying on the grid.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-26-2006 10:13
Floating point errors CAN refer to small-scale, but it happens on anything using decimal-point precision. I seriously doubt it's a driver issue. Entering numbers in manually just shows the errors even more.
Leena Khan
Lasting Impressionist
Join date: 21 Apr 2004
Posts: 200
03-26-2006 19:25
Trust me when I say it does not go away away with manually entering numbers...

I have tried to fix it before with scripts and manual numbers, random dragging of the prim.. but the only solution is to delete it and start over..
_____________________
SL was down, and all I got was this stupid signature...