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stefanus Hebert
Registered User
Join date: 16 Sep 2005
Posts: 18
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01-16-2006 09:42
Not sure if this is an issue folks has seen before.
I'm building a simple Tub.. A square prim hollowed at 85%. I textured it and drop a water prim inside -taken from a previous created Tub by a different creator. I noticed that when I walk around or use the camera to a certain angle, "part" of the hollowed cube become somewhat transparent. At certain time the water seems to completely disapear or even "sinks deeper" inside the cube... then i walk back or move the camera and all looks ok again. . I'm building on a platform at 300 in the sky..
cheers
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Joy Honey
Not just another dumass
Join date: 17 Jun 2005
Posts: 3,751
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01-16-2006 09:46
From: stefanus Hebert Not sure if this is an issue folks has seen before.
I'm building a simple Tub.. A square prim hollowed at 85%. I textured it and drop a water prim inside -taken from a previous created Tub by a different creator. I noticed that when I walk around or use the camera to a certain angle, "part" of the hollowed cube become somewhat transparent. At certain time the water seems to completely disapear or even "sinks deeper" inside the cube... then i walk back or move the camera and all looks ok again. . I'm building on a platform at 300 in the sky..
cheers You are probably using a texture that was saved incorrectly. If you have paintshop or photoshop and the texture is full permissions, you can download the texture to your harddrive, resave the texture as 24 bit TGA, then upload the texture back to SL. 
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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01-16-2006 09:52
Sounds like an alpha sorting issue. For more information, see this thread on how transparency works. Here's a relevant exerpt from the FAQ section: From: someone Why do sections of images sometimes disappear or seem to change position in SL?This phenomenon has to do with a glitch common to nearly all 3D applications in what’s known as alpha sorting. It happens in nearly all video games, and even in high end 3D modeling packages costing thousands of dollars. What happens is when two or more 32-bit images are placed so that they intersect or overlap in close proximity, the renderer has trouble determining which one to draw first. As a result, the images can appear to flip-flop their positions in 3D space, to cancel each other out, or to otherwise behave strangely.
The way to cut down on this is to make sure that 32-bit images are only used when absolutely necessary. Images that do not need transparency should always be saved as 24-bit. Beyond that, there are certain building techniques in SL that can minimize the effect, and others that actually take advantage of it, but building is beyond the scope of this guide. There are plenty of tips about this on the building forum. I'd bet that what's happening is your tub has a 32-bit texture on it that is having sorting problems with the water texture, which is definitely 32-bit since water is transparent. Try putting the default plywood texture on the tub as a quick experient and see if the problem stops. If it does, then you know your original texture was the problem. Just replace it with a 24-bit texture and you should be all set.
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stefanus Hebert
Registered User
Join date: 16 Sep 2005
Posts: 18
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01-16-2006 11:26
Wow,
Thanks folks!
Indeed when i change to the default wood... this behaviour disapears!
cheers!!!!!!!!!!!!!!!!
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