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[BUG-6287] LOD Switch Distance bug? #14160

Open sl-service-account opened 10 years ago

sl-service-account commented 10 years ago

Steps to Reproduce

Uploading meshes.

Actual Behavior

There seems to be a bug in the current switch distance formula that causes dimension along the local z axis to be ignored when the switch points are calculated.

This issue may have been there for a while. I noticed as early as November or December 2013 that some tall columns I was making had suprisingly low LOD. I didn't think about it then but recently I've been working on a series of windows that include both low and wide skylights and tall and narrow corner windows and the LOD difference between those became too obvious to ignore.

I suppose the picture says it all. The two windows there are made from the same model and absolutely identical, except that the one to the left was rotated 90 degrees (so the longest side was along the x axis rather than the z axis) before uploading and then rotated back afterwards. In the picture the window to the left is still at high res while the one to the right has switched to mid res model even though it's actually silghtly closer to the camera. The LOD difference between the two is actually so big that the right window switches to low resolution before the left window switched to mid resolution.

Expected Behavior

I expected objects with the same overall dimensions to have the same switch points regadrless of their orientation.

Other information

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Related

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-6287 | | Summary | LOD Switch Distance bug? | | Type | Bug | | Priority | Unset | | Status | Been Triaged | | Resolution | Triaged | | Reporter | ChinRey (chinrey) | | Created at | 2014-06-07T10:31:21Z | | Updated at | 2016-10-02T14:18:36Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2014-06-09T10:31:45.570-0500', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': "There seems to be a bug in the current switch distance formula that causes dimension along the local z axis to be ignored when the switch points are calculated.\r\n\r\nThis issue may have been there for a while. I noticed as early as November or December 2013 that some tall columns I was making had suprisingly low LOD. I didn't think about it then but recently I've been working on a series of windows that include both low and wide skylights and tall and narrow corner windows and the LOD difference between those became too obvious to ignore.\r\n\r\nI suppose the picture says it all. The two windows there are made from the same model and absolutely identical, except that the one to the left was rotated 90 degrees (so the longest side was along the x axis rather than the z axis) before uploading and then rotated back afterwards. In the picture the window to the left is still at high res while the one to the right has switched to mid res model even though it's actually silghtly closer to the camera. The LOD difference between the two is actually so big that the right window switches to low resolution before the left window switched to mid resolution. ", 'What were you doing when it happened?': 'Uploading meshes.', 'What were you expecting to happen instead?': 'I expected objects with the same overall dimensions to have the same switch points regadrless of their orientation.', } ```
sl-service-account commented 10 years ago

Alexa Linden commented at 2014-06-09T15:31:46Z

When filing a Jira please provide more details of your problem. Without this information your jira will be closed as Needs More information and will not be triaged.

Please include:

(!) Which version of the client are you using? (This can be found in Help, About Second Life) 

(!) Your computer specs (from Help, About Second Life) 

(!) A description of the problem, explaining what you do / see / don't see, including any error messages displayed 

(!) Step by step Directions on how to reproduce your experience. 

(!) A screenshot of what you are seeing. 

Please press the Information Provided button when you have added the additional information. Thanks!

sl-service-account commented 10 years ago

ChinRey commented at 2014-06-12T04:08:43Z, updated at 2014-06-12T04:11:07Z

Sorry about the missing data. I thought this was a server side problem so I didn't think it was relevant.

My main client is Second Life 3.7.7.289461.

Computer specs: CPU: Intel(R) Core(TM) i5-2415M CPU @ 2.30GHz (2300 MHz) Memory: 4096 MB OS Version: Mac OS X 10.7.5 Darwin 11.4.2 Darwin Kernel Version 11.4.2: Thu Aug 23 16:25:48 PDT 2012; root:xnu-1699.32.7~1/RELEASE_X86_64 x86_64 Graphics Card Vendor: Intel Inc. Graphics Card: Intel HD Graphics 3000 OpenGL Engine

However, providing the switch points are determined when the object is viewed, this is not a client side error. I tried two third party viewers (Singularity 1.8.5.5617 and Firestorm 4.6.1.40478) with the same result. Also, I have showed those objects to others using different client software and hardware and they too get the same switch distance error.

If the switch points are determined during uploading, I tried uploading the files with the hardware mentioned above using both the official Second Life viewer and one of the thrid party viewers with identical result.


What I see are two objects with completely different switch points between the LOD models. These two objects are exactly identical in every detail except for which local axis they are aligned along. There are no error messages. Screenshot was included in my original post.

The problem only occurs with relatively complex objects. I tried uploading flat sheets with the same overall dimensions as the example I've used here and those did not show the same switch point deviation.


To reproduce the problem, import the two dae files attached, using the same upload settings for both, and view them side by side at different distances.

sl-service-account commented 10 years ago

Whirly Fizzle commented at 2014-07-16T20:47:39Z

Info provided by Drongle McMahon:

This bug came up again on http://community.secondlife.com/t5/Mesh/number-of-faces-affects-LOD-inworld-example-included/m-p/2777696/ and RedPoly Inventor remembered the old bug VWR-27992. Briefly, you get the z-axis ignored only if there are 3 or 4 (not 1, 2, 5 or 6; 7 and 8 not tested I think) materials. ChinRey the said his examples did contain three materials. So it probably is reproducible, and it probably is VWR-27992.

VWR-27992 has been moved to MAINT-612 and we cannot see this issue.

sl-service-account commented 10 years ago

Whirly Fizzle commented at 2014-07-16T20:59:57Z

MAINT-612 can be seen in the archive though :D https://lists.secondlife.com/pipermail/jira-notify/2011-December/315512.html