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[BUG-9439] When certain objects are rezzed, they cause other nearby objects (including default prims) to render invisible #16942

Closed sl-service-account closed 8 months ago

sl-service-account commented 9 years ago

This one is difficult to explain, so bear with me :)

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Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-9439 | | Summary | When certain objects are rezzed, they cause other nearby objects (including default prims) to render invisible | | Type | Bug | | Priority | Unset | | Status | Closed | | Resolution | Expected Behavior | | Reporter | Whirly Fizzle (whirly.fizzle) | | Created at | 2015-06-10T23:44:27Z | | Updated at | 2023-07-20T23:24:47Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2019-08-14T11:39:29.196-0500', 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': '...', 'What were you doing when it happened?': 'Filling in...', 'What were you expecting to happen instead?': '...', 'Where': 'Repro set up at: http://maps.secondlife.com/secondlife/Testylvania%20Sandbox/53/182/1505', } ```
sl-service-account commented 9 years ago

Whirly Fizzle commented at 2015-06-15T02:04:18Z, updated at 2015-06-15T02:24:31Z

Another Resident (Fallon Claymore) contacted Firestorm support today having problems with objects turning invisible while she was trying to set up a RP scene. We went to have a look and it turned out to be a case of this bug.

Even at RenderVolumeLODFactor of 1.0, some of the objects including freshly rezzed default prims would render invisible unless cammed away. I reproduced the same on Second Life 3.7.30 (302599) Jun 12 2015 08:53:15 (Second Life Release). The effect was worse the higher the setting of RenderVolumeLODFactor. When RenderVolumeLODFactor was at 2.0 (default on Ultra), half the scene was invisible.

All the objects in the scene were 8f8 objects again, but different ones to the repro bags given above. It was a collection of 8f8 fruit and vegtables, for example: 39 - 8f8 - Green Grocers - Salad Crate 40 - 8f8 - Green Grocers - Pea Crate 38 - 8f8 - Green Grocers - Pear Crate 38 - 8f8 - Green Grocers - Potato Crate

Invisible in edit mode: http://prntscr.com/7h29n2 Invisible out of edit mode: http://prntscr.com/7h29xr I had to drop LOD to 1.0 or lower to see this one: http://prntscr.com/7h2ag7

Gif showing the box visible at LOD 1.0 and invisible at LOD 2.0: http://gyazo.com/2723b03fc2d7ad80f4e554f7f63db055

Wireframe view of the scene (note that half of the fruit & veg doesnt even show in wireframe view either): http://i.imgur.com/4xIh4oJ.jpg All images & gif taken on Second Life 3.7.30 (302599) Jun 12 2015 08:53:15 (Second Life Release)

When Fallon picked up all the 8f8 meshes, the problem went away and other nearby objects, including default prims were once again visible.

Also to note, this bug report was filed after helping another Firestorm user who complained about a "voodoo spot" on her region where any objects she rezzed or moved there turned invisible. Troublshooting narrowed the effect down to the 8f8 mesh bags being in the scene.

Whats so special about these 8f8 meshes?

sl-service-account commented 8 years ago

Whirly Fizzle commented at 2015-10-11T18:43:13Z

Note to self: "BUG-9439 Cruiser Tyrant Class" is a better repro object.

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-10-18T05:45:57Z

Just stumbled on issue BUG-1509 I think this is the same issue.

Runitai Linden added a comment - 01/Feb/13 7:22 PM

You've run up against a performance/stability fence in the viewer:

Grouping multiple millions of triangles close together is making the viewer run out of memory for that spatial partition node. The threshold is controlled by a debug setting "RenderMaxNodeSize" and defaults to 64MB per node.

The triangle count is just unreasonably high – you'll need to remove some triangles from the high LoD if you want to group multiple lilacs together.

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-10-18T05:51:15Z, updated at 2016-10-18T05:52:32Z

So I guess a workaround for this problem for bloggers who need to get a snapshot of a highly detailed scene with affected objects in it would be to temporarily raise the RenderMaxNodeSize debug setting. It's usually bloggers we see complaining about this issue as they set up very intricate and detailed scenes with many high poly meshes.

sl-service-account commented 5 years ago

Kyle Linden commented at 2019-08-14T16:39:29Z

This is officially expected behavior. Anyone encountering this effect should optimize their meshes and avoid such triangle density.