Beq Janus wrote: ↑Wed Jan 25, 2023 8:52 pm
Mike Lorrey wrote: ↑Tue Jan 24, 2023 12:32 am
Are there caches in the firestorm install other than the ones that get cleared?: If the caches are cleared, where would the viewer be getting the wrong texture other than the asset server (it couldn't be the merchant sandbox unless the region server was transferring a texture from face 5 to face 7) so where else other than the asset server find that speaker texture and wrongly apply it to the back and frame (face 7)?
I was very clearly able to see the problem in Naboo, it was only ever visible after a cache clear, but it was fairly reliably repeatable. The problem I had is that it is surrounded by literally 1000s of other objects all communicating back and forth with the asset server etc.
things that seem familiar:
1) The face that corrupts is the same face on each object,
2) it corrupts in the same way in each, suggesting the underlying mesh asset not the top level "container" is the issue.
3) It is typically fixed simultaneously, also suggestive of the common feature.
things that do not fit:
1) The instance that is part of the link set with the table is not affected.
2) It does not repeat on demand but needs a clean cache
3) no edit needs to be made, simply highlighting is enough.
4) it's static mesh, for the most part nothing has changed in static mesh batching.
5) I don't think there are materials involved, this is just a simple diffuse?
why is #5 relevant? A number of the rigged mesh bugs manifest because of artful manipulation by creators to try to force alpha blended faces to render in a specific order. Frankly, those games are a pain to me as it increasingly means that just a change of compiler setting can upset someone's pet workaround. The kind of gimmicks used are the setting of an alpha mask cutoff threshold, but using alpha blend/None, of adding a blank normal map, or a blank normal+spec. These tricks are exploring the fact that the pipeline code has to deal with different things in different ways, in som cases, it forces a different render batch in others it simply changes the order in which things get drawn. In ALL cases, there is no guarantee it will continue to work tomorrow or anytime in the future, though boy do people scream when things break. HOWEVER, with the limited insight I have been able to apply, I do not see any such features (intended or not) that might explain it, these seem common or garden meshes.
@mike, given your other testing (where you set the misbehaving face to ply) are you pretty confident that the issue survives replication and transfer? If so could you pass the object to me (full perm if at all possible) my kitely account is Beq Janus.
I'll then try to find a quiet place where I can rez and hopefully reproduce the issue and then observe it both in the rendering and in the conversation with the region.
As Graham suggests, testing on another viewer would be useful. I don't know much about scene gate internals and whether they are aligned with the more recent linden lab update. Alchemy is from the same root as Firestorm but has various tweaks of its own.
It would be interesting to know which version(s) of Firestorm have exhibited this behaviour too.
I always tend to assume a viewer bug until I can demonstrate otherwise, just because there is more to go wrong.