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mesh is half transparent when linking objects?


headda
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(1) your poly/tris are WAY too high you need to reduce these .  Can you screenshot the numbers with LODS.   I have seen this happen with mesh that is too complex (sometimes a relog can give your viewer a break to see it), but if that's the case it shouldn't be in SL in that format.

That does not answer your question, but with poorly optimised mesh, there could be multiple of reasons.  Unlikely flipped normals if they presented ok before linking.   

Edited by Charlotte Bartlett
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11 hours ago, headda said:

my mesh is half transparent everytime i link 2 things or more its like " broken" and i dont understand why

Charlotte mentioned the poly/tri count but maybe we should explain a little bit since it's something many content creators, even many who consider themselves to be experienced pros, fail to understand.

A mesh is made from a number of polys (polygons). In static models those can be tris (triangles), quads, pentagons, hexagons etc. but in dynamic rendering such as in SL and in computer games we only use tris for a number of reasons.

In a complex Second Life scene there may be more than a million tris and every time the picture on your screen is updated, your computer's gpu (graphics processor unit) has to draw all of them. We want the frame rate (that is how often the screen is updated) to be at least 20 fps (frames per second) ideally 40 or more and if you think it's easy to draw a million triangles 40 times a second, try to do it youself. ;)

The optimised mesh Charlotte is talking about, is mesh where the number of tris has been cut down to a minimum, it has everything it needs, nothing more and nothing less:

Look at this shape:

image.png.a5c7b67fbba0df4b61c3ac9f42d2cf02.png

A simple cube with bevelled edges, not too different from the letters in your mesh. This shape can be drawn from 44 tris:

image.png.c8321f4430330796b6c0bfef9dd64792.png

That's optimised mesh.

But you can also make the same shape from thousands of tris like this:

image.png.2af05e51a64cfe8ac3258c62f5e94d8f.png

This one has 8,636 tris and it still looks exactly the same as the one with only 44. This will of course slow down your gpu and if it's bad enough, you get the annoying jagged movements as the fps drops down to a single digit number.

This is unfortunately a very common problem in Second Life although to be fair, not nearly as common as texture overload (the gpu has to color all these tris too of course, not just draw them).

But as bad as this is, it can get even worse. There is no limit to how many superfluous tris you can squeeze into even the simplest shape. Here's the same shape made from 310,896 tris:

image.png.9261a9594ce632ac674ae7e2ff06e8e4.png

You eventually get to a point where your computer's gpu simply can't handle the workload at all anymore so it just gives up even trying. That is what happens with your mesh.

 

Edited by ChinRey
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