Revision as of 11:24, 16 August 2013 by Steven Linden(talk | contribs)(Created page with "__NOTOC__ {{KnownIssuesHeader}} {{GenericDownloadBox|Project|Released on August 16, 2013.|type=project|windows=http://download.cloud.secondlife.com/projects/Second_Life_3-6-3-279…")
This release contains some maintenance updates to the Materials viewer.
Resolved Issues
MATBUG-194 Projected light shining on objects with any transparency has crazy effects
NORSPEC-284 CLONE - Projected light shining on objects with any transparency has crazy effects
IQA-1386 Materials Maintenance Smoke Test - Project Viewer
NORSPEC-246 CLONE - Shiny objects or objects with reflections look shiny white
NORSPEC-274 Overblown bloom with corrupt pixels on MacOS 10.6.8
MATBUG-78 MATBUG-78 Alpha lighting difference back (once again!) in Second Life 3.5.1 (275004)
IQA-1386 Materials Maintenance Smoke Test - Project Viewer
NORSPEC-246 CLONE - Shiny objects or objects with reflections look shiny white
NORSPEC-274 Overblown bloom with corrupt pixels on MacOS 10.6.8
MATBUG-309 In Release 3.6.2 (278916), shadows enabled or not, colored alpha objects that are not full-value (i.e. 128) are lit vastly differently under sunlight or point lights, than objects that are full-value (255) (Similar to MATBUG-250 and MATBUG-108.)
MATBUG-353 Under Advanced Lighting, As transparency/alpha ramps towards 100%, it begins to brighten, then finally fade. This causes a "halo" effect and "self glow" on alpha objects below around 60% transparency, in addition to an alpha/nonalpha mismatch
MATBUG-213 Alpha lighting difference back (once again!) in Project Materials 3.6.1 (277673)
VWR-16972 In Viewer 2.0, with Deferred Pipeline/New Lighting enabled, alpha texture lighting does not match non-alpha lighting.
MATBUG-250 In Release 3.6.1 (278007), When shadows are enabled, colored alpha objects that are not full-value (255) are lit vastly differently under sunlight than objects that are full-value. (Similar to, but not same as MATBUG-108 and MATBUG-78.)
MATBUG-78 MATBUG-78 Alpha lighting difference back (once again!) in Second Life 3.5.1 (275004)
MATBUG-108 with Advanced Lighting on, alpha objects respond to nearby lights that are not "255" (full value) or Intensity 1.0 vastly differently - Falloff is very different - New behavior from prev MATBUG-78 .
NORSPEC-311 WL Haze effects are inconsistent between solid and transparent objects under water.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
NORSPEC-348 CLONE - Under Advanced Lighting, As transparency/alpha ramps towards 100%, it begins to brighten, then finally fade. This causes a "halo" effect and "self glow" on alpha objects below around 60% transparency, in addition to an alpha/nonalpha mismatch
MATBUG-353 Under Advanced Lighting, As transparency/alpha ramps towards 100%, it begins to brighten, then finally fade. This causes a "halo" effect and "self glow" on alpha objects below around 60% transparency, in addition to an alpha/nonalpha mismatch
VWR-16972 In Viewer 2.0, with Deferred Pipeline/New Lighting enabled, alpha texture lighting does not match non-alpha lighting.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
VWR-19097 RenderDeferredAlphaSoften's default value of 0.750 dislays alpha content incorrectly. Much higher values fix this.
EXT-6528 In Viewer 2.0, with Deferred Pipeline enabled, attachments with alpha show a "speckly" look when zoomed in close. Lighitng also behaves very differently on them.
NORSPEC-311 WL Haze effects are inconsistent between solid and transparent objects under water.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
NORSPEC-311 WL Haze effects are inconsistent between solid and transparent objects under water.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
NORSPEC-348 CLONE - Under Advanced Lighting, As transparency/alpha ramps towards 100%, it begins to brighten, then finally fade. This causes a "halo" effect and "self glow" on alpha objects below around 60% transparency, in addition to an alpha/nonalpha mismatch
MATBUG-353 Under Advanced Lighting, As transparency/alpha ramps towards 100%, it begins to brighten, then finally fade. This causes a "halo" effect and "self glow" on alpha objects below around 60% transparency, in addition to an alpha/nonalpha mismatch
NORSPEC-240 Full bright alpha-masked faces appear non-fullbright underwater
NORSPEC-241 Rigged meshes with alpha mode set to 'alpha masking' appear opaque underwater
NORSPEC-246 CLONE - Shiny objects or objects with reflections look shiny white
NORSPEC-262 Dragging and dropping a normal map onto an object it will apply as the diffuse texture to a single face
IQA-1386 Materials Maintenance Smoke Test - Project Viewer
NORSPEC-246 CLONE - Shiny objects or objects with reflections look shiny white
NORSPEC-274 Overblown bloom with corrupt pixels on MacOS 10.6.8
NORSPEC-265 Impostors, of mesh avatars using materials, are not displaying in Materials viewer
MATBUG-286 Meshes not loading on impostered avatars
NORSPEC-274 Overblown bloom with corrupt pixels on MacOS 10.6.8
NORSPEC-277 on mac with low-end GPU, the sun/moon projectors are tracking the view direction incorrectly
IQA-1386 Materials Maintenance Smoke Test - Project Viewer
NORSPEC-246 CLONE - Shiny objects or objects with reflections look shiny white
NORSPEC-274 Overblown bloom with corrupt pixels on MacOS 10.6.8
NORSPEC-278 CLONE - Some Meshes with Spec Map which appeared normal in the SL Beta Viewer are now Full Shiny in the new SL Viewer
IQA-1386 Materials Maintenance Smoke Test - Project Viewer
NORSPEC-246 CLONE - Shiny objects or objects with reflections look shiny white
NORSPEC-274 Overblown bloom with corrupt pixels on MacOS 10.6.8
NORSPEC-280 CLONE - Shader compiling error with OpenGL 3.3 card
IQA-1386 Materials Maintenance Smoke Test - Project Viewer
NORSPEC-246 CLONE - Shiny objects or objects with reflections look shiny white
NORSPEC-274 Overblown bloom with corrupt pixels on MacOS 10.6.8
NORSPEC-285 CLONE - Alpha lighting difference back (once again!) in Project Materials 3.6.1 (277673)
VWR-16972 In Viewer 2.0, with Deferred Pipeline/New Lighting enabled, alpha texture lighting does not match non-alpha lighting.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
VWR-19097 RenderDeferredAlphaSoften's default value of 0.750 dislays alpha content incorrectly. Much higher values fix this.
EXT-6528 In Viewer 2.0, with Deferred Pipeline enabled, attachments with alpha show a "speckly" look when zoomed in close. Lighitng also behaves very differently on them.
NORSPEC-311 WL Haze effects are inconsistent between solid and transparent objects under water.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
MATBUG-78 MATBUG-78 Alpha lighting difference back (once again!) in Second Life 3.5.1 (275004)
IQA-1386 Materials Maintenance Smoke Test - Project Viewer
MATBUG-309 In Release 3.6.2 (278916), shadows enabled or not, colored alpha objects that are not full-value (i.e. 128) are lit vastly differently under sunlight or point lights, than objects that are full-value (255) (Similar to MATBUG-250 and MATBUG-108.)
MATBUG-353 Under Advanced Lighting, As transparency/alpha ramps towards 100%, it begins to brighten, then finally fade. This causes a "halo" effect and "self glow" on alpha objects below around 60% transparency, in addition to an alpha/nonalpha mismatch
VWR-16972 In Viewer 2.0, with Deferred Pipeline/New Lighting enabled, alpha texture lighting does not match non-alpha lighting.
NORSPEC-311 WL Haze effects are inconsistent between solid and transparent objects under water.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
NORSPEC-348 CLONE - Under Advanced Lighting, As transparency/alpha ramps towards 100%, it begins to brighten, then finally fade. This causes a "halo" effect and "self glow" on alpha objects below around 60% transparency, in addition to an alpha/nonalpha mismatch
MATBUG-108 with Advanced Lighting on, alpha objects respond to nearby lights that are not "255" (full value) or Intensity 1.0 vastly differently - Falloff is very different - New behavior from prev MATBUG-78 .
NORSPEC-194 CLONE - with Advanced Lighting on, alpha objects respond to nearby lights that are not "255" (full value) or Intensity 1.0 vastly differently - Falloff is very different - New behavior from prev MATBUG-78 .
NORSPEC-190 CLONE - with Advanced Lighting on, alpha objects respond to nearby lights that are not "255" (full value) or Intensity 1.0 vastly differently - Falloff is very different - New behavior from prev MATBUG-78 .
MATBUG-78 MATBUG-78 Alpha lighting difference back (once again!) in Second Life 3.5.1 (275004)
NORSPEC-311 WL Haze effects are inconsistent between solid and transparent objects under water.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
NORSPEC-29 Not Release Blocker: Add max_materials_per_transaction to /simulator/features cap
NORSPEC-292 Lights don't change back to point lights if you assign and then remove a projected texture.
IQA-1386 Materials Maintenance Smoke Test - Project Viewer
NORSPEC-246 CLONE - Shiny objects or objects with reflections look shiny white
NORSPEC-274 Overblown bloom with corrupt pixels on MacOS 10.6.8
NORSPEC-293 CLONE - Textured items appear washed out with glow and advanced lighting
MATBUG-165 Rigged meshes with glow appear brighter under deferred rendering / advanced lighting model
NORSPEC-296 CLONE - Unable to change media settings for an already applied media texture unless media texture is removed and reapplied.
IQA-1386 Materials Maintenance Smoke Test - Project Viewer
NORSPEC-246 CLONE - Shiny objects or objects with reflections look shiny white
NORSPEC-274 Overblown bloom with corrupt pixels on MacOS 10.6.8
NORSPEC-298 CLONE - In Release 3.6.1 (278007), When shadows are enabled, colored alpha objects that are not full-value (255) are lit vastly differently under sunlight than objects that are full-value. (Similar to, but not same as MATBUG-108 and MATBUG-78.)
MATBUG-213 Alpha lighting difference back (once again!) in Project Materials 3.6.1 (277673)
NORSPEC-285 CLONE - Alpha lighting difference back (once again!) in Project Materials 3.6.1 (277673)
VWR-16972 In Viewer 2.0, with Deferred Pipeline/New Lighting enabled, alpha texture lighting does not match non-alpha lighting.
MATBUG-78 MATBUG-78 Alpha lighting difference back (once again!) in Second Life 3.5.1 (275004)
MATBUG-108 with Advanced Lighting on, alpha objects respond to nearby lights that are not "255" (full value) or Intensity 1.0 vastly differently - Falloff is very different - New behavior from prev MATBUG-78 .
NORSPEC-311 WL Haze effects are inconsistent between solid and transparent objects under water.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
VWR-16972 In Viewer 2.0, with Deferred Pipeline/New Lighting enabled, alpha texture lighting does not match non-alpha lighting.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
VWR-19097 RenderDeferredAlphaSoften's default value of 0.750 dislays alpha content incorrectly. Much higher values fix this.
EXT-6528 In Viewer 2.0, with Deferred Pipeline enabled, attachments with alpha show a "speckly" look when zoomed in close. Lighitng also behaves very differently on them.
NORSPEC-311 WL Haze effects are inconsistent between solid and transparent objects under water.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
MATBUG-78 MATBUG-78 Alpha lighting difference back (once again!) in Second Life 3.5.1 (275004)
IQA-1386 Materials Maintenance Smoke Test - Project Viewer
MATBUG-309 In Release 3.6.2 (278916), shadows enabled or not, colored alpha objects that are not full-value (i.e. 128) are lit vastly differently under sunlight or point lights, than objects that are full-value (255) (Similar to MATBUG-250 and MATBUG-108.)
MATBUG-353 Under Advanced Lighting, As transparency/alpha ramps towards 100%, it begins to brighten, then finally fade. This causes a "halo" effect and "self glow" on alpha objects below around 60% transparency, in addition to an alpha/nonalpha mismatch
VWR-16972 In Viewer 2.0, with Deferred Pipeline/New Lighting enabled, alpha texture lighting does not match non-alpha lighting.
NORSPEC-311 WL Haze effects are inconsistent between solid and transparent objects under water.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
NORSPEC-348 CLONE - Under Advanced Lighting, As transparency/alpha ramps towards 100%, it begins to brighten, then finally fade. This causes a "halo" effect and "self glow" on alpha objects below around 60% transparency, in addition to an alpha/nonalpha mismatch
MATBUG-108 with Advanced Lighting on, alpha objects respond to nearby lights that are not "255" (full value) or Intensity 1.0 vastly differently - Falloff is very different - New behavior from prev MATBUG-78 .
NORSPEC-194 CLONE - with Advanced Lighting on, alpha objects respond to nearby lights that are not "255" (full value) or Intensity 1.0 vastly differently - Falloff is very different - New behavior from prev MATBUG-78 .
NORSPEC-190 CLONE - with Advanced Lighting on, alpha objects respond to nearby lights that are not "255" (full value) or Intensity 1.0 vastly differently - Falloff is very different - New behavior from prev MATBUG-78 .
MATBUG-78 MATBUG-78 Alpha lighting difference back (once again!) in Second Life 3.5.1 (275004)
NORSPEC-311 WL Haze effects are inconsistent between solid and transparent objects under water.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
SH-1427 In deferred rendering, solids get exponential light falloff decay, but alpha content gets linear light falloff decay.
NORSPEC-304 CLONE - Transparent/Alphas Appear Black w/ Glow Under Advanced Lighting
MATBUG-175 Non-texture transparency rendering as black
NORSPEC-250 CLONE - Non-texture transparency rendering as black
NORSPEC-294 CLONE - Non-texture transparency rendering as black
NORSPEC-333 CLONE - CLONE - Transparent/Alphas Appear Black w/ Glow Under Advanced Lighting
NORSPEC-304 CLONE - Transparent/Alphas Appear Black w/ Glow Under Advanced Lighting
NORSPEC-340 Alpha Lighting difference under all sun settings.
NORSPEC-341 CLONE - Sun reflections are missing or skewed w/ ALM.
MATBUG-336 Sun reflections are skewed w/ ALM Due To Curved Water/Ocean.
NORSPEC-342 Rigged alpha attachments don't render for impostors.
NORSPEC-343 Viewer allows user to attempt enabling alpha blending on textures with no alpha channel.
NORSPEC-329 CLONE - Applying 24bit TGA to face causes face to render as transparent
MATBUG-320 Applying 24bit TGA to face causes face to render as transparent
NORSPEC-330 Objects with legacy bumpiness and new specular appear flat shaded.
NORSPEC-330 Objects with legacy bumpiness and new specular appear flat shaded.
NORSPEC-345 CLONE - layered transparent items disappear and cause bad flicker when ALM is off.
MATBUG-345 layered transparent items disappear and cause bad flicker when ALM is off.
NORSPEC-346 CLONE - Unable to set Alpha Masking Cutoff greater than zero
MATBUG-348 Unable to set Alpha Masking Cutoff greater than zero
NORSPEC-348 CLONE - Under Advanced Lighting, As transparency/alpha ramps towards 100%, it begins to brighten, then finally fade. This causes a "halo" effect and "self glow" on alpha objects below around 60% transparency, in addition to an alpha/nonalpha mismatch
MATBUG-353 Under Advanced Lighting, As transparency/alpha ramps towards 100%, it begins to brighten, then finally fade. This causes a "halo" effect and "self glow" on alpha objects below around 60% transparency, in addition to an alpha/nonalpha mismatch