- 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
- MATBUG-78 MATBUG-78 Alpha lighting difference back (once again!) in Second Life 3.5.1 (275004)
- 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.
- VWR-12719 Meta-Issue: Deferred Rendering
- VWR-13201 Meta-Issue: Shadow-Draft bugs & improvements
- 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-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-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-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
- 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
- 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
- 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
- NORSPEC-280 CLONE - Shader compiling error with OpenGL 3.3 card
- 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.
- VWR-12719 Meta-Issue: Deferred Rendering
- VWR-13201 Meta-Issue: Shadow-Draft bugs & improvements
- MATBUG-78 MATBUG-78 Alpha lighting difference back (once again!) in Second Life 3.5.1 (275004)
- VWR-16972 In Viewer 2.0, with Deferred Pipeline/New Lighting enabled, alpha texture lighting does not match non-alpha lighting.
- 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
- 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-290 Optimize shaders
- NORSPEC-291 Materials do not work underwater
- NORSPEC-292 Lights don't change back to point lights if you assign and then remove a projected texture.
- 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.
- 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.
- VWR-12719 Meta-Issue: Deferred Rendering
- VWR-13201 Meta-Issue: Shadow-Draft bugs & improvements
- MATBUG-78 MATBUG-78 Alpha lighting difference back (once again!) in Second Life 3.5.1 (275004)
- VWR-16972 In Viewer 2.0, with Deferred Pipeline/New Lighting enabled, alpha texture lighting does not match non-alpha lighting.
- 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
- 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-305 CLONE - HUD animations broken
- NORSPEC-312 Full Bright textures aren't effected by the underwater color.
- NORSPEC-314 Materials Viewers crashing on Macs
- NORSPEC-315 CLONE - Sky showing underwater in Linden ocean when ALM is enabled.
- MATBUG-296 Sky showing underwater in Linden ocean when ALM is enabled.
- NORSPEC-316 Gamma is too bright on water surface
- NORSPEC-318 CLONE - textures that have transparency and specular are too dark when ALM is enabled.
- MATBUG-294 textures that have transparency and specular are too dark when ALM is enabled.
- NORSPEC-319 CLONE - Full bright textures that have transparency are too pale when ALM is enabled.
- MATBUG-295 Full bright textures that have transparency are too pale when ALM is enabled.
- NORSPEC-320 CLONE - Multiple issues with 278882 - Transparancy completely broken
- NORSPEC-321 Alpha channel rendering opaquely with Full Bright enabled on alpha-masked objects.
- NORSPEC-322 CLONE - Avatar Impostors are black when ALM & Local Lights are enabled.
- MATBUG-303 Avatar Impostors are black when ALM & Local Lights are enabled.
- NORSPEC-323 CLONE - lighting of flexy object endcaps changed in SL 3.6.0
- MATBUG-311 lighting of flexy object endcaps changed in SL 3.6.0
- NORSPEC-324 Avatar eyelashes are rendering white.
- NORSPEC-326 Cannot enable ALM on OSX 10.8.6 Mac
- NORSPEC-327 The display is completely corrupt with ALM on OSX 10.8.6 Mac
- NORSPEC-328 Regression: As of 279076 glow is no longer working with ALM disabled.
- 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-332 CLONE - texture indexing wrong when some faces have 100% vertex transparency
- MATBUG-324 Transfer of faces to other faces with transparancy
- NORSPEC-335 CLONE - object scale changes no longer morph in SL 3.6.0
- NORSPEC-336 Glow doesn't render if diffuse map has alpha transparency.
- 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
- NORSPEC-349 Impostors are rendering full-bright.
- NORSPEC-352 Alphas rendering for rigged animated mesh attachments in Impostors.
- MATBUG-393 Impostered avatars are having objects omitted from being drawn
- NORSPEC-342 Rigged alpha attachments don't render for impostors.
- NORSPEC-355 Crash in Materials viewer: LLDrawable::destroy: Illegal deletion of LLDrawable!
- NORSPEC-356 Crash in Materials viewer: LLViewerTextureList::removeImageFromList: Error happens when remove image from mImageList: 0
- NORSPEC-360 CLONE - Anomalous environmental reflection from projected lights.
- MATBUG-379 Anomalous environmental reflection from projected lights.
- NORSPEC-362 CLONE - Second Life 3.6.4 (280048) Aug 19 2013 21:45:32 (Second Life Release) "memory leak"
- MATBUG-386 Second Life 3.6.4 (280048) Aug 19 2013 21:45:32 (Second Life Release) "memory leak"
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