![]() Flicker again even when there should clearly not be any as the edges are not well away from any logical "overlap" flicker zone (we see that on regular prims too of course). Looked great.īack to Agni I remade the flickering parts (edges that met but were not melded (I know I could do it another way but didn't). I thought maybe I had overlooked the problem so went back to ADITI and checked my original build still in inventory. Same exact DAE file and same upload parameters. Now how could that be? (rhetorical really). I went over every detail and all was well. Textured it completely, first with ambients and then with the texture-ambient pngs. I uploaded a new model on the Aditi Grid this morning. The one I see seems to be only PARTLY dependent on how the mesh is made, the other part may be server code, how well the sim is running etc. So I think there are several types of flickering issues that can happen. I use the same settings and viewer all the time so that is most likely not an issue. It happens on close viewing as well as long distances. Presumably the flicker happens because there are overlapping areas or places that don't have enough thickness for the viewer to calculate what is going on - at least I see the flicker I am talking about in areas that could easily have this issue. I have noted (not on clothes actually but furniture and houses) that sometimes the flicker (not all across the screen which does sound more like a graphics issue than a mesh issue to me) that happens in a small section of the mesh comes and goes. But from what i read you did that already.Īctually replying to the original post. PS: make sure its not related to your settings - and set your viewers LOD in teh advanced menu to minimum 4 or 5. One possible way to 'avoid' such bad surprises is to look for inworld shops, some of them have examples of their meshes rezzed / or have a free version to rezz and see how it looks inworlds. So yes, aslong as you 'buy' ready made products you unfortunately rely on the 'skills' and the quality of the mesh that these creators offer. ![]() (In that case i'd rather directly make them myself, then first paying money when i have to do the job anyways on my own )) And not just the already uploaded mesh object.īut this would require you to model yourself and edit all the LOD levels and fix all issues on these models yourself. Only if you have the source DAE-files themselves. Regarding the question if you can change this: (Depending on how good the inital ones have been) Especially when already the medium LODs are set to just calculated or not of a good selfmade quality. The latter also leads to the SL inbuilt algorythms to figure how the UVs have to be handled on the lower subdivisions and that mostly ends up with collapsed looking textures etc. If the creator who made it has not much clue of how to make 'good LODs' (level of detail) for his object, and possibly also just uses the SL algorythm figure the lower LODs instead of implementing self made ones, the outcome can be rather ugly to look at, once you step a few meters away from it. ![]() I'm always using a variant of the Ubuntu 16.04 LTS (currently Linux Mint 18.3).It generally is a matter of the quality of the mesh. This has been happening on every version of Kokua for Linux that I've attempted to use for over a year now. Issue: File upload dialog contains unreadable "box" characters. Linux Mint 18.3 'Sylvia' XFCE 64-bit using Compiz J2C Decoder Version: OpenJPEG: 1.4.0, Runtime: 1.4.0Īudio Driver Version: OpenAL, version 1.1 ALSOFT 1.15.1 / OpenAL Community / OpenAL Soft: OpenAL Soft RestrainedLove API: RestrainedLove viewer v2.09.23 (5.4)
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