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  1. Firestorm
  2. FIRE-8950

[Pre-Interesting] [BUG-2116] Random prims fail to rez until right clicked

    Details

    • Type: Bug
    • Status: Closed
    • Priority: Major
    • Resolution: Addressed in Documentation
    • Affects Version/s: Phoenix Firestorm 4.3.1, Phoenix Firestorm 4.4.0
    • Fix Version/s: Phoenix Firestorm 4.6.6
    • Component/s: Rendering
    • Environment:
    • SL Avatar Name:
      Asha Arida
    • Reported In:
      Firestorm 4.3.1.31155 Havok Release

      Description

      Upon landing in any given sim, some prims fail to load until right clicked. I do not have to click edit but if I right click where the prim should be, it immediately rezzes with no wait time. For example, a sim I frequent will sometimes have a single castle wall missing but if I right click, it rezzes instantly. I have also noticed this with the floor in my skybox, as well as floors on other sims.

      The issue does not affect every prim but it seems to be able to affect any prim. However, whenever I go to a sim, it is always the same prims that fail to rez until clicked. It's not just large prims either; for example this happens on a dais on a sim I frequent.

      This bug is difficult to reproduce because these prims do not always fail to rez.

      Edit: I would like to point out that this bug occurs with prims, sculpts, and meshes. There appears to be no rhyme or reason to which things fail to rez, only the same ones over and over.

      1. After right-click.tga
        768 kB
        Siobhan McCallen
      2. Before right-click.tga
        768 kB
        Siobhan McCallen
      3. Fix for some objects not rendering.patch
        3 kB
        NogarDrevlis Lectar
      1. after klick_001.jpg
        211 kB
      2. after klick_002_001.jpg
        151 kB
      3. after tp_001.png
        398 kB
      4. after tp update types_002.png
        316 kB
      5. before tp_001.png
        401 kB
      6. for klick_001.jpg
        207 kB
      7. for klick_002_001.jpg
        121 kB
      8. Interest Lists - trees April 3, 2013.png
        486 kB
      9. Screenshot-12.png
        2.69 MB
      10. Screenshot-13.png
        2.71 MB
      11. Snapshot_001.jpg
        207 kB
      12. Snapshot_005.png
        1.44 MB

        Issue Links

          Activity

          Hide
          soho_spiritweaver Soho SpiritWeaver added a comment -

          Are the prims mesh? - I still am seeing this - particularly with a windmill blade on a structure at my store - I filed a report sometime ago.

          http://jira.phoenixviewer.com/browse/FIRE-7764

          Show
          soho_spiritweaver Soho SpiritWeaver added a comment - Are the prims mesh? - I still am seeing this - particularly with a windmill blade on a structure at my store - I filed a report sometime ago. http://jira.phoenixviewer.com/browse/FIRE-7764
          Hide
          asha arida asha arida added a comment -

          The prims I noticed this on are not mesh. However I have not seen it often enough to rule out mesh prims.

          Show
          asha arida asha arida added a comment - The prims I noticed this on are not mesh. However I have not seen it often enough to rule out mesh prims.
          Hide
          asha arida asha arida added a comment -

          Snapshot 5 shows the missing prim, and snapshot 1 shows the prim rezzing when I right click it.

          Show
          asha arida asha arida added a comment - Snapshot 5 shows the missing prim, and snapshot 1 shows the prim rezzing when I right click it.
          Hide
          ana stubbs Ana Stubbs added a comment -

          I'm not sure if this and the mesh issue are the same or not, though I see this issue discussed in those comments, as this always happens to me with large, nonmesh flat linked structures. Mostly walls, floors (very disconcerting when it's the latter).

          The constituent prims are normal aging box prims, not over 10m, not sculpties. It seems to have something to do with it not being in the camera view for a long time. Other people have mentioned it to me in the same location (the chapel at http://maps.secondlife.com/secondlife/Epiphany/155/36/26).

          It's basically exactly the problem in http://community.secondlife.com/t5/Building-and-Texturing-Forum/Parts-of-Building-not-Rezzing/ , except IMO it seems to have gotten worse recently.

          Show
          ana stubbs Ana Stubbs added a comment - I'm not sure if this and the mesh issue are the same or not, though I see this issue discussed in those comments, as this always happens to me with large, nonmesh flat linked structures. Mostly walls, floors (very disconcerting when it's the latter). The constituent prims are normal aging box prims, not over 10m, not sculpties. It seems to have something to do with it not being in the camera view for a long time. Other people have mentioned it to me in the same location (the chapel at http://maps.secondlife.com/secondlife/Epiphany/155/36/26 ). It's basically exactly the problem in http://community.secondlife.com/t5/Building-and-Texturing-Forum/Parts-of-Building-not-Rezzing/ , except IMO it seems to have gotten worse recently.
          Hide
          asha arida asha arida added a comment -

          I agree with Ana; the issue may not necessarily be linked to mesh objects because it appears to happen with (as she said) large, nonmesh, flat linked structures, mostly walls and floors. The way she describes it says she has the same issue as I do.

          Show
          asha arida asha arida added a comment - I agree with Ana; the issue may not necessarily be linked to mesh objects because it appears to happen with (as she said) large, nonmesh, flat linked structures, mostly walls and floors. The way she describes it says she has the same issue as I do.
          Hide
          krisspade Kris Spade added a comment -

          This is very much like FIRE-9172. It is the most pestering annoyance in my SL to date. I don't see it with normal prims, but recently I see it with sculpties (which wasn't a problem before, and not a problem in the current official build) in addition to mesh.

          Show
          krisspade Kris Spade added a comment - This is very much like FIRE-9172 . It is the most pestering annoyance in my SL to date. I don't see it with normal prims, but recently I see it with sculpties (which wasn't a problem before, and not a problem in the current official build) in addition to mesh.
          Hide
          krisspade Kris Spade added a comment -

          A few of my normal prim sculptures have experienced this too, as I remember. Seems to happen with both avatars, as well as certain rezzed objects. Please fix!

          Show
          krisspade Kris Spade added a comment - A few of my normal prim sculptures have experienced this too, as I remember. Seems to happen with both avatars, as well as certain rezzed objects. Please fix!
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Is anyone noticing any improvement or worsening of this issue since the rollout on Tuesday?
          The interest list changes were rolled out grid wide and this has a huge effect on objects rendering (or not).

          Show
          whirly.fizzle Whirly Fizzle added a comment - Is anyone noticing any improvement or worsening of this issue since the rollout on Tuesday? The interest list changes were rolled out grid wide and this has a huge effect on objects rendering (or not ).
          Hide
          davido_chrome Davido Chrome added a comment -

          Yes, it seems so, for me. Teleporting home doesn't mean missing walls on my cottage anymore.

          Show
          davido_chrome Davido Chrome added a comment - Yes, it seems so, for me. Teleporting home doesn't mean missing walls on my cottage anymore.
          Hide
          davido_chrome Davido Chrome added a comment - - edited

          Though, after having written this I noticed my Head was missing. So, maybe they have just moved the problem to attachments.

          Edit; definitely an improvement though.

          Show
          davido_chrome Davido Chrome added a comment - - edited Though, after having written this I noticed my Head was missing. So, maybe they have just moved the problem to attachments. Edit; definitely an improvement though.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Is that an attached prim/sculpty/mesh head David?
          Im guessing that poofed after a teleport.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Is that an attached prim/sculpty/mesh head David? Im guessing that poofed after a teleport.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Is anyone seeing this issue more frequently after yesterdays roll?

          There is some discussion of this issue on the server deploy thread: http://community.secondlife.com/t5/Second-Life-Server/Deploys-for-the-week-of-2013-04-01/td-p/1954059

          In particular, please see Maestro's comment to try to determine if this is a viewer issue or a server issue (no-one seems very sure yet which )

          I would do the following to determine whether objects are missing due to a server bug or viewer bug:

          1) Note whether the missing objects are whole linksets or only certain prims in linksets. Interest list issues would generally affect whole linksets. A viewer rendering issue or maybe a message-packing/decoding issue would seem more likley if only certain prims in linksets are affected. It sounds like you're seeing at least part of the linkset, since you're able to select it.

          2) While the prims are missing, enable Develop -> Render Metadata -> Bounding Boxes, and see what bounding boxes appear. You should see a prim-aligned bounding box for each prim, as well as a world-aligned bounding box that covers the linkset. If you see a bounding box where a missing prim is located, or if the linkset bounding box extends to include the missing prims, then it's almost certainly the viewer's fault.

          3) While the prims are missing, enable Develop -> Show Info -> Show Updates to Objects. With this setting enabled the viewer will render a particle from each linkset/prim that it got an update for:

          • Red means a full update was received from the server (which has a full description of the object's visual parameters)
          • Blue means a terse update was received (which only includes information about a few properties, such as position and velocity)
          • Green means that an 'objectdelete' update was received (meaning that the object was either derezzed or is out of range for the viewer)
            If you enable this feature, and observe that the missing prims appear without a full object update being sent, then it's probably a viewer bug (in that the viewer knew about the missing prims the whole time, but initially failed to render them).

          4) If you leave a region, then return to it, the viewer will load cacheable objects from the local cache, instead of getting the object details from the simulator. If the object was loaded from cache and the appearance has been either fixed or broken since the last time you saw it, this would indicate a viewer bug. You can verify that an object was loaded from viewer cache by enabling Develop->Rendering Metadata->Update Type; objects loaded from cache are shaded blue, with this mode enabled.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Is anyone seeing this issue more frequently after yesterdays roll? There is some discussion of this issue on the server deploy thread: http://community.secondlife.com/t5/Second-Life-Server/Deploys-for-the-week-of-2013-04-01/td-p/1954059 In particular, please see Maestro's comment to try to determine if this is a viewer issue or a server issue (no-one seems very sure yet which ) I would do the following to determine whether objects are missing due to a server bug or viewer bug: 1) Note whether the missing objects are whole linksets or only certain prims in linksets. Interest list issues would generally affect whole linksets. A viewer rendering issue or maybe a message-packing/decoding issue would seem more likley if only certain prims in linksets are affected. It sounds like you're seeing at least part of the linkset, since you're able to select it. 2) While the prims are missing, enable Develop -> Render Metadata -> Bounding Boxes, and see what bounding boxes appear. You should see a prim-aligned bounding box for each prim, as well as a world-aligned bounding box that covers the linkset. If you see a bounding box where a missing prim is located, or if the linkset bounding box extends to include the missing prims, then it's almost certainly the viewer's fault. 3) While the prims are missing, enable Develop -> Show Info -> Show Updates to Objects. With this setting enabled the viewer will render a particle from each linkset/prim that it got an update for: Red means a full update was received from the server (which has a full description of the object's visual parameters) Blue means a terse update was received (which only includes information about a few properties, such as position and velocity) Green means that an 'objectdelete' update was received (meaning that the object was either derezzed or is out of range for the viewer) If you enable this feature, and observe that the missing prims appear without a full object update being sent, then it's probably a viewer bug (in that the viewer knew about the missing prims the whole time, but initially failed to render them). 4) If you leave a region, then return to it, the viewer will load cacheable objects from the local cache, instead of getting the object details from the simulator. If the object was loaded from cache and the appearance has been either fixed or broken since the last time you saw it, this would indicate a viewer bug. You can verify that an object was loaded from viewer cache by enabling Develop->Rendering Metadata->Update Type; objects loaded from cache are shaded blue, with this mode enabled.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          I have been seeing this issue badly on my region most logins since the rollout.

          Firestorm 4.4.5 (33668) Apr 2 2013 06:06:02 (Firestorm-Fizzlefire) with OpenSimulator support
          Region: You are at 131,171.0, 251,698.0, 35.4 in Veil of Shadows located at sim9873.agni.lindenlab.com (216.82.46.15:13010)
          Second Life Server 13.03.22.272563

          It is always the same prims of one of my buildings that are affected.
          Going through Maestro's questions...

          1) Missing objects are only certain prims of a linkset

          2) I see a bounding box where the missing prim should be (shaded pink where prim is missing)

          3) Enabled show updates to objects and clicked missing prim.
          I saw a couple of blue object update dots

          4) With Update Type enabled and the prim still missing as it was on login, the missing prim is not shaded blue. Edited prim so it appeared then TP'd to another region for a few mins and TP'd back to last location.
          Same prim was again missing and not shaded blue

          Show
          whirly.fizzle Whirly Fizzle added a comment - I have been seeing this issue badly on my region most logins since the rollout. Firestorm 4.4.5 (33668) Apr 2 2013 06:06:02 (Firestorm-Fizzlefire) with OpenSimulator support Region: You are at 131,171.0, 251,698.0, 35.4 in Veil of Shadows located at sim9873.agni.lindenlab.com (216.82.46.15:13010) Second Life Server 13.03.22.272563 It is always the same prims of one of my buildings that are affected. Going through Maestro's questions... 1) Missing objects are only certain prims of a linkset 2) I see a bounding box where the missing prim should be (shaded pink where prim is missing) 3) Enabled show updates to objects and clicked missing prim. I saw a couple of blue object update dots 4) With Update Type enabled and the prim still missing as it was on login, the missing prim is not shaded blue. Edited prim so it appeared then TP'd to another region for a few mins and TP'd back to last location. Same prim was again missing and not shaded blue
          Hide
          willow wilder Willow Wilder added a comment - - edited

          My home location is on a Magnum region, so have been seeing interest lists changes first for some time. I gauge weekly rollouts by the sculpted trees in the above snapshot. The "best" rollout was the one right before the Christmas holidays when the trees and everything else just popped into view. Since then, it's been necessary to click or zoom way out and back to get them to render. As of two weeks ago, even the zoom trick isn't working as effectively.

          Edited to add, mesh generally is fine, it's mostly sculpts in my experience.

          Show
          willow wilder Willow Wilder added a comment - - edited My home location is on a Magnum region, so have been seeing interest lists changes first for some time. I gauge weekly rollouts by the sculpted trees in the above snapshot. The "best" rollout was the one right before the Christmas holidays when the trees and everything else just popped into view. Since then, it's been necessary to click or zoom way out and back to get them to render. As of two weeks ago, even the zoom trick isn't working as effectively. Edited to add, mesh generally is fine, it's mostly sculpts in my experience.
          Hide
          davido_chrome Davido Chrome added a comment -

          Linden Labs weekly update shedule makes it real hard to be a beta tester, you can never be totally sure if a new weirdness is the newest beta or some freak effect of the server update...

          Show
          davido_chrome Davido Chrome added a comment - Linden Labs weekly update shedule makes it real hard to be a beta tester, you can never be totally sure if a new weirdness is the newest beta or some freak effect of the server update...
          Hide
          alobar.valeska Alobar Valeska added a comment -

          I've been experiencing this issue for several weeks, and it does seem to be getting worse. If it's parked of a linked primset, you can usually just right-click to get the missing pieces to appear; but if it's a single prim object, no amount of clicking will make it appear. Solution is to tp out and back in ... but then, another completely random prim may be invisible.

          This seems to be especially prevalent on multiple-prim linked builds that I've set to convex hull (no idea if that makes it officially "mesh" or not,) but it also affects single prim and other "regular" objects.

          You are at 235602.0, 319031.0, 23.6 in Eagle Grove located at sim9190.agni.lindenlab.com (216.82.42.126:13006)
          Second Life RC Magnum 13.04.01.273298
          Error fetching server release notes URL.

          CPU: Intel(R) Core(TM)2 Duo CPU E8435 @ 3.06GHz (3060 MHz)
          Memory: 4096 MB
          OS Version: Mac OS X 10.7.5 Darwin 11.4.2 Darwin Kernel Version 11.4.2: Thu Aug 23 16:25:48 PDT 2012; root:xnu-1699.32.7~1/RELEASE_X86_64 x86_64
          Graphics Card Vendor: NVIDIA Corporation
          Graphics Card: NVIDIA GeForce 8800 GS OpenGL Engine

          OpenGL Version: 2.1 NVIDIA-7.32.12

          RestrainedLove API: (disabled)
          libcurl Version: libcurl/7.21.1 OpenSSL/0.9.8q zlib/1.2.5 c-ares/1.7.1
          J2C Decoder Version: KDU
          Audio Driver Version: FMOD version 3.750000
          Qt Webkit Version: 4.7.1 (version number hard-coded)
          Voice Server Version: Vivox 2.1.3010.6270

          Settings mode: Firestorm
          Viewer Skin: firestorm (grey)
          Font Used: Deja Vu (96)
          Draw distance: 128
          Bandwidth: 500
          LOD factor: 2
          Built with GCC version 40201
          Packets Lost: 2421/97109 (2.5%)

          Show
          alobar.valeska Alobar Valeska added a comment - I've been experiencing this issue for several weeks, and it does seem to be getting worse. If it's parked of a linked primset, you can usually just right-click to get the missing pieces to appear; but if it's a single prim object, no amount of clicking will make it appear. Solution is to tp out and back in ... but then, another completely random prim may be invisible. This seems to be especially prevalent on multiple-prim linked builds that I've set to convex hull (no idea if that makes it officially "mesh" or not,) but it also affects single prim and other "regular" objects. You are at 235602.0, 319031.0, 23.6 in Eagle Grove located at sim9190.agni.lindenlab.com (216.82.42.126:13006) Second Life RC Magnum 13.04.01.273298 Error fetching server release notes URL. CPU: Intel(R) Core(TM)2 Duo CPU E8435 @ 3.06GHz (3060 MHz) Memory: 4096 MB OS Version: Mac OS X 10.7.5 Darwin 11.4.2 Darwin Kernel Version 11.4.2: Thu Aug 23 16:25:48 PDT 2012; root:xnu-1699.32.7~1/RELEASE_X86_64 x86_64 Graphics Card Vendor: NVIDIA Corporation Graphics Card: NVIDIA GeForce 8800 GS OpenGL Engine OpenGL Version: 2.1 NVIDIA-7.32.12 RestrainedLove API: (disabled) libcurl Version: libcurl/7.21.1 OpenSSL/0.9.8q zlib/1.2.5 c-ares/1.7.1 J2C Decoder Version: KDU Audio Driver Version: FMOD version 3.750000 Qt Webkit Version: 4.7.1 (version number hard-coded) Voice Server Version: Vivox 2.1.3010.6270 Settings mode: Firestorm Viewer Skin: firestorm (grey) Font Used: Deja Vu (96) Draw distance: 128 Bandwidth: 500 LOD factor: 2 Built with GCC version 40201 Packets Lost: 2421/97109 (2.5%)
          Hide
          nogardrevlis NogarDrevlis Lectar added a comment - - edited

          This issue are happening since LL changed something with the interst list only LL can fix it.

          most of time i miss Pieces from a fence on my home sim (Magnum) or have only half rendered shields untill I click them.

          Show
          nogardrevlis NogarDrevlis Lectar added a comment - - edited This issue are happening since LL changed something with the interst list only LL can fix it. most of time i miss Pieces from a fence on my home sim (Magnum) or have only half rendered shields untill I click them.
          Hide
          soho_spiritweaver Soho SpiritWeaver added a comment - - edited

          I just tried test #4 on Maestro's list -

          1. At home - everything is there - see before tp pic
          2. tp away - come back - see after tp pic - floor and roof are missing
          3. Turn on Show updates to objects - see update pic - note that the roof is missing from the update objects - can't tell about the floor because it is buried in the walls

          This is a blue steel region

          As far as the linksets go, the roof and floor in the above pictures are linked into the entire structure and are links 5 and 6 of the linkset of a linkset of about 20 - all are mesh. I can see the bounding boxes, I think - but there are so many, I can't really tell.

          With updates to objects, I don't see an update for the roof even after I click it -

          You are welcome to stop by and go up above the store and try for yourself.

          http://maps.secondlife.com/secondlife/Engine%20Nine/231/211/45

          Firestorm 4.4.0 (33564) Mar 24 2013 03:24:40 (Firestorm-nightly) with Havok support
          Release Notes

          You are at 287975.0, 279763.0, 44.8 in Engine Nine located at sim10342.agni.lindenlab.com (216.82.50.64:13022)
          Second Life RC LeTigre 13.04.01.273300
          Error fetching server release notes URL.

          CPU: Intel(R) Core(TM) i7-3615QM CPU @ 2.30GHz (2300 MHz)
          Memory: 8192 MB
          OS Version: Mac OS X 10.8.3 Darwin 12.3.0 Darwin Kernel Version 12.3.0: Sun Jan 6 22:37:10 PST 2013; root:xnu-2050.22.13~1/RELEASE_X86_64 x86_64
          Graphics Card Vendor: NVIDIA Corporation
          Graphics Card: NVIDIA GeForce GT 650M OpenGL Engine

          OpenGL Version: 2.1 NVIDIA-8.10.44 304.10.65f03

          RestrainedLove API: (disabled)
          libcurl Version: libcurl/7.21.1 OpenSSL/0.9.8q zlib/1.2.5 c-ares/1.7.1
          J2C Decoder Version: KDU v7.1
          Audio Driver Version: FMOD version 3.750000
          Qt Webkit Version: 4.7.1 (version number hard-coded)
          Voice Server Version: Not Connected
          Settings mode: Firestorm
          Viewer Skin: Vintage (Classic)
          Font Used: Deja Vu (96)
          Draw distance: 64
          Bandwidth: 850
          LOD factor: 4
          Render quality: Low (1/7)
          Built with GCC version 40201
          Packets Lost: 141/31723 (0.4%)

          Show
          soho_spiritweaver Soho SpiritWeaver added a comment - - edited I just tried test #4 on Maestro's list - 1. At home - everything is there - see before tp pic 2. tp away - come back - see after tp pic - floor and roof are missing 3. Turn on Show updates to objects - see update pic - note that the roof is missing from the update objects - can't tell about the floor because it is buried in the walls This is a blue steel region As far as the linksets go, the roof and floor in the above pictures are linked into the entire structure and are links 5 and 6 of the linkset of a linkset of about 20 - all are mesh. I can see the bounding boxes, I think - but there are so many, I can't really tell. With updates to objects, I don't see an update for the roof even after I click it - You are welcome to stop by and go up above the store and try for yourself. http://maps.secondlife.com/secondlife/Engine%20Nine/231/211/45 Firestorm 4.4.0 (33564) Mar 24 2013 03:24:40 (Firestorm-nightly) with Havok support Release Notes You are at 287975.0, 279763.0, 44.8 in Engine Nine located at sim10342.agni.lindenlab.com (216.82.50.64:13022) Second Life RC LeTigre 13.04.01.273300 Error fetching server release notes URL. CPU: Intel(R) Core(TM) i7-3615QM CPU @ 2.30GHz (2300 MHz) Memory: 8192 MB OS Version: Mac OS X 10.8.3 Darwin 12.3.0 Darwin Kernel Version 12.3.0: Sun Jan 6 22:37:10 PST 2013; root:xnu-2050.22.13~1/RELEASE_X86_64 x86_64 Graphics Card Vendor: NVIDIA Corporation Graphics Card: NVIDIA GeForce GT 650M OpenGL Engine OpenGL Version: 2.1 NVIDIA-8.10.44 304.10.65f03 RestrainedLove API: (disabled) libcurl Version: libcurl/7.21.1 OpenSSL/0.9.8q zlib/1.2.5 c-ares/1.7.1 J2C Decoder Version: KDU v7.1 Audio Driver Version: FMOD version 3.750000 Qt Webkit Version: 4.7.1 (version number hard-coded) Voice Server Version: Not Connected Settings mode: Firestorm Viewer Skin: Vintage (Classic) Font Used: Deja Vu (96) Draw distance: 64 Bandwidth: 850 LOD factor: 4 Render quality: Low (1/7) Built with GCC version 40201 Packets Lost: 141/31723 (0.4%)
          Hide
          asha arida asha arida added a comment -

          After trying Maestro's suggestions these are my results:
          1. Several prims per linkset are missing.
          2. Bounding boxes are VISIBLE for where the missing prims are located.
          3. I did not see an update particle for the missing objects when clicked. This may need more testing in my part.
          4. The missing objects are shaded blue (therefore loading from cache). However, adjacent objects are also blue and loading from cache. I did not see any missing prims shaded red or green.

          I will continue to test but these are my initial results.

          Show
          asha arida asha arida added a comment - After trying Maestro's suggestions these are my results: 1. Several prims per linkset are missing. 2. Bounding boxes are VISIBLE for where the missing prims are located. 3. I did not see an update particle for the missing objects when clicked. This may need more testing in my part. 4. The missing objects are shaded blue (therefore loading from cache). However, adjacent objects are also blue and loading from cache. I did not see any missing prims shaded red or green. I will continue to test but these are my initial results.
          Hide
          krisspade Kris Spade added a comment -

          This seems to be getting worse for me. In addition to the above comments, this is now happening to me with HUDs (they partially rez, and are not visible until I right click them after a teleport.) If it's helpful I updated to the 33674 beta build yesterday.

          Show
          krisspade Kris Spade added a comment - This seems to be getting worse for me. In addition to the above comments, this is now happening to me with HUDs (they partially rez, and are not visible until I right click them after a teleport.) If it's helpful I updated to the 33674 beta build yesterday.
          Hide
          thandi rhiadra Thandi Rhiadra added a comment -

          For me, this is happening with my hair upon teleport. When I move the camera in towards my head, my bald head BEGINS to 'grow' hair, but it looks more like mange... ha ha. Once I right click on my hair, it appears in it's entirety. This is happening regularly with floors in stores, etc. and on the walls of my skybox and a porch on the cabin on the ground at my home. Right clicking to edit fixes it instantly.

          Here is something else to note - a friend, using Singularity is also now experiencing this issue and he cannot see them even after editing the missing prims. He CAN, however, see them if I edit the prims and MOVE them. Suddenly they are visible for him. Actually that's what USED to fix it for him. Now, he's on an alpha viewer for a new Singularity build and can't see the prims when I move them for him. What fixed it for him was editing linked parts (since he CAN see their outline in edit mode) and then ticking the arrow on transparency from 0 to the next click up. Suddenly, not just the prim he's editing is visible, but EVERY prim that he was unable to see is visible entirely.

          Could this be an off-shoot of the shining bug? I noticed that the bug has been fixed in recent months. Perhaps the fix broke something else? Just askin'.

          Show
          thandi rhiadra Thandi Rhiadra added a comment - For me, this is happening with my hair upon teleport. When I move the camera in towards my head, my bald head BEGINS to 'grow' hair, but it looks more like mange... ha ha. Once I right click on my hair, it appears in it's entirety. This is happening regularly with floors in stores, etc. and on the walls of my skybox and a porch on the cabin on the ground at my home. Right clicking to edit fixes it instantly. Here is something else to note - a friend, using Singularity is also now experiencing this issue and he cannot see them even after editing the missing prims. He CAN, however, see them if I edit the prims and MOVE them. Suddenly they are visible for him. Actually that's what USED to fix it for him. Now, he's on an alpha viewer for a new Singularity build and can't see the prims when I move them for him. What fixed it for him was editing linked parts (since he CAN see their outline in edit mode) and then ticking the arrow on transparency from 0 to the next click up. Suddenly, not just the prim he's editing is visible, but EVERY prim that he was unable to see is visible entirely. Could this be an off-shoot of the shining bug? I noticed that the bug has been fixed in recent months. Perhaps the fix broke something else? Just askin'.
          Hide
          davido_chrome Davido Chrome added a comment -

          Still present and reliably reproducing in 4.4.5.33674. When I TP home it's always the same prims.

          Attaching a screenshot with invisible walls, and a screenshot with the walls clicked into place for reference.

          Show
          davido_chrome Davido Chrome added a comment - Still present and reliably reproducing in 4.4.5.33674. When I TP home it's always the same prims. Attaching a screenshot with invisible walls, and a screenshot with the walls clicked into place for reference.
          Hide
          brandi navarita Brandi Navarita added a comment -

          Yes this happening to me constantly now. I believe something is breaking down in firestorm. At any given time half the walls in my house will be missing or the floor. It's not only my house either, it happens with other builds on other sims. Unlike Asha, these prims do not rez when I click them. The problems is getting worse.

          Show
          brandi navarita Brandi Navarita added a comment - Yes this happening to me constantly now. I believe something is breaking down in firestorm. At any given time half the walls in my house will be missing or the floor. It's not only my house either, it happens with other builds on other sims. Unlike Asha, these prims do not rez when I click them. The problems is getting worse.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Further update from Andrew Linden here: http://community.secondlife.com/t5/Second-Life-Server/Deploys-for-the-week-of-2013-04-01/m-p/1963743#M10053

          "But why is the client suddenly having a problem it didn't have two months ago? "

          What has changed is that the server is now treating much more content as "cacheable". The server's definition of cacheable used to be something like: "is static and does not have a script". The new definition of cacheable is: "has not changed position or appearance in the last couple minutes".

          The viewer bug must exist inside the code that retrieves object data from cache and is more noticeable now because the viewer-side object cache tends to be bigger. I've brought the problem to the attention of one of the developers who is working on some viewer-side changes that will compliment the next server-side interestlist changes , so we hope to figure it out soon.

          The server will soon support two hints from the viewer:

          (1) "I don't have an object cache file for this region at all" --> the server will then be able to bypass some of the initial "cache probe" messages of the protocol which looks something like this:

          Viewer: Hello, I would like to connect.

          Server: You are connected.

          Server: Do you have cache for object 123 whose version is 456?

          Viewer: No, I do not have cache for object 123.

          Server: Here is the data for object 123.

          Under the new system: when visiting a region for the first time the conversation will look more like this:

          Viewer: Hello, I would like to connect, and BTW I can tell you right now that I have no cache.

          Server: You are connected.

          Server: Here is the data for object 123.

          (2) "I'm willing to cache ALL object data in the region, including stuff that is too far away or too small to see" --> the server will eventually stream all cacheable data to the viewer, including sky boxes far above. It sends the non-visible data with a delay so that if you're flying through the region on a jetpack and leave soon after arriving you won't get the extra data, and once it starts sending the non-visible objects it will be in a lazy fashion – lower bandwidth than when sending what is in front of you.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Further update from Andrew Linden here: http://community.secondlife.com/t5/Second-Life-Server/Deploys-for-the-week-of-2013-04-01/m-p/1963743#M10053 "But why is the client suddenly having a problem it didn't have two months ago? " What has changed is that the server is now treating much more content as "cacheable". The server's definition of cacheable used to be something like: "is static and does not have a script". The new definition of cacheable is: "has not changed position or appearance in the last couple minutes". The viewer bug must exist inside the code that retrieves object data from cache and is more noticeable now because the viewer-side object cache tends to be bigger. I've brought the problem to the attention of one of the developers who is working on some viewer-side changes that will compliment the next server-side interestlist changes , so we hope to figure it out soon. The server will soon support two hints from the viewer: (1) "I don't have an object cache file for this region at all" --> the server will then be able to bypass some of the initial "cache probe" messages of the protocol which looks something like this: Viewer: Hello, I would like to connect. Server: You are connected. Server: Do you have cache for object 123 whose version is 456? Viewer: No, I do not have cache for object 123. Server: Here is the data for object 123. Under the new system: when visiting a region for the first time the conversation will look more like this: Viewer: Hello, I would like to connect, and BTW I can tell you right now that I have no cache. Server: You are connected. Server: Here is the data for object 123. (2) "I'm willing to cache ALL object data in the region, including stuff that is too far away or too small to see" --> the server will eventually stream all cacheable data to the viewer, including sky boxes far above. It sends the non-visible data with a delay so that if you're flying through the region on a jetpack and leave soon after arriving you won't get the extra data, and once it starts sending the non-visible objects it will be in a lazy fashion – lower bandwidth than when sending what is in front of you.
          Hide
          richd RichD Tomsen added a comment -

          Been having the same issue for some time now:

          CPU: Intel(R) Core(TM) i7 CPU 950 @ 3.07GHz (3073.69 MHz)
          Memory: 12280 MB
          OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
          Graphics Card Vendor: NVIDIA Corporation
          Graphics Card: GeForce GTS 450/PCIe/SSE2

          Windows Graphics Driver Version: 9.18.0013.1407
          OpenGL Version: 4.2.0

          Show
          richd RichD Tomsen added a comment - Been having the same issue for some time now: CPU: Intel(R) Core(TM) i7 CPU 950 @ 3.07GHz (3073.69 MHz) Memory: 12280 MB OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTS 450/PCIe/SSE2 Windows Graphics Driver Version: 9.18.0013.1407 OpenGL Version: 4.2.0
          Hide
          hilaryquerrien Hilary Querrien added a comment - - edited

          This has been going on since forever. If I'm reading the above entry right, then having a small cache is going to make this happen less often? My cache slider is all the way to the right at the moment and the problem frequently happens on my home location (bits not rezzing where I know they exist). And clearly the viewer knows hey exist, because otherwise you couldn't right click it.

          Show
          hilaryquerrien Hilary Querrien added a comment - - edited This has been going on since forever. If I'm reading the above entry right, then having a small cache is going to make this happen less often? My cache slider is all the way to the right at the moment and the problem frequently happens on my home location (bits not rezzing where I know they exist). And clearly the viewer knows hey exist, because otherwise you couldn't right click it.
          Hide
          ashtyn Fox Mitchell added a comment -

          This bug is still present on the new Firestorm version "Firestorm 4.4.0 (33720) Apr 22 2013 01:30:08 (Firestorm-Release) with Havok support"

          Show
          ashtyn Fox Mitchell added a comment - This bug is still present on the new Firestorm version "Firestorm 4.4.0 (33720) Apr 22 2013 01:30:08 (Firestorm-Release) with Havok support"
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          It is indeed Fox. Infact it probably is worse for you lately, due to the interest list changes. Linden lab are working on a fix - it will require a server and a viewer fix.

          Show
          whirly.fizzle Whirly Fizzle added a comment - It is indeed Fox. Infact it probably is worse for you lately, due to the interest list changes. Linden lab are working on a fix - it will require a server and a viewer fix.
          Hide
          metric_halfpint Gummy Grumpa added a comment -

          I have also been seeing this "partial prim disappearance" for several weeks and BEFORE I updated to the 4.4.0.33720 viewer but it has become much more evident since this update. With me, it is just about every type of prim one can imagine from the larger floor prims, wall, door and window prims also including sculpty breedable horses heads on one horse and the body in the horse next to it and legs or tails on the one next to it. There doesnt seem to be any sequence and I can right mouse click each one, make them all appear, leave that area and immediately return to find the same things happening all over again. Emptying the cache doesnt help me. So, according to all things written, we must wait upon Lord Linden and company.

          Show
          metric_halfpint Gummy Grumpa added a comment - I have also been seeing this "partial prim disappearance" for several weeks and BEFORE I updated to the 4.4.0.33720 viewer but it has become much more evident since this update. With me, it is just about every type of prim one can imagine from the larger floor prims, wall, door and window prims also including sculpty breedable horses heads on one horse and the body in the horse next to it and legs or tails on the one next to it. There doesnt seem to be any sequence and I can right mouse click each one, make them all appear, leave that area and immediately return to find the same things happening all over again. Emptying the cache doesnt help me. So, according to all things written, we must wait upon Lord Linden and company.
          Hide
          whirly.fizzle Whirly Fizzle added a comment - - edited

          If you really hate this bug and want to kill it dead until there is a proper fix, there is a way. This is really not a very cool workaround and may result in some objects taking longer to rez, although I havn't actually noticed much difference personally - apart from no missing prims

          Go to Preferences -> Network & Cache -> Cache location -> Click Open
          This will open your cache folder on your computer
          Log out
          Open the folder named objectcache
          Delete all contents from objectcache folder
          Set objectcache folder to read only
          Login and test

          If this causes objects to rez too slowly for you, set objectcache back to read/write.
          Also remember to set this folder back to read/write once the bug has been fixed.

          Show
          whirly.fizzle Whirly Fizzle added a comment - - edited If you really hate this bug and want to kill it dead until there is a proper fix, there is a way. This is really not a very cool workaround and may result in some objects taking longer to rez, although I havn't actually noticed much difference personally - apart from no missing prims Go to Preferences -> Network & Cache -> Cache location -> Click Open This will open your cache folder on your computer Log out Open the folder named objectcache Delete all contents from objectcache folder Set objectcache folder to read only Login and test If this causes objects to rez too slowly for you, set objectcache back to read/write. Also remember to set this folder back to read/write once the bug has been fixed.
          Hide
          metric_halfpint Gummy Grumpa added a comment -

          Thanks Whirly for this.. it has helped somewhat, and like you said made some difference to the speed of object loading but for me, only to the loading of new objects mainly. I still experience old fence parts, some trees and a few sundry objects etc partly missing and having to be re-loaded when re-entering my home sim so methinks its not as much the viewer fault as something Lord Linden has "achieved".
          The object folder "adjustment" seems to have made my teleporting problem all but fixed. (My avatar used to fall apart and be delivered to the new location a piece at a time.)
          I will be leaving things just like this and will be happy to make any more changes you describe in further comments.
          Many thanks to the entire team at Firestorm, It's hard work trying to please everybody.

          Show
          metric_halfpint Gummy Grumpa added a comment - Thanks Whirly for this.. it has helped somewhat, and like you said made some difference to the speed of object loading but for me, only to the loading of new objects mainly. I still experience old fence parts, some trees and a few sundry objects etc partly missing and having to be re-loaded when re-entering my home sim so methinks its not as much the viewer fault as something Lord Linden has "achieved". The object folder "adjustment" seems to have made my teleporting problem all but fixed. (My avatar used to fall apart and be delivered to the new location a piece at a time.) I will be leaving things just like this and will be happy to make any more changes you describe in further comments. Many thanks to the entire team at Firestorm, It's hard work trying to please everybody.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Just remember to set that object cache folder back to read/write once Linden Lab have a fix for this issue and also if you install a new Firestorm release. I think the uninstaller/installer may not be too happy at the read only folder

          Show
          whirly.fizzle Whirly Fizzle added a comment - Just remember to set that object cache folder back to read/write once Linden Lab have a fix for this issue and also if you install a new Firestorm release. I think the uninstaller/installer may not be too happy at the read only folder
          Hide
          soho_spiritweaver Soho SpiritWeaver added a comment -

          Thanks Whirly - I have tried this and it has improved things, but not entirely eliminated the problem, but it is much better. I have a big sticky note on my monitor to change the folder on the next release!

          Show
          soho_spiritweaver Soho SpiritWeaver added a comment - Thanks Whirly - I have tried this and it has improved things, but not entirely eliminated the problem, but it is much better. I have a big sticky note on my monitor to change the folder on the next release!
          Hide
          metric_halfpint Gummy Grumpa added a comment -

          Well, it finally got the better of both my partner and myself and we have been forced to return to the 4.3.1.31155 BUT we have still isolated the objectcache folder as described for 4.4 and the problem of disappearing prims is still happening although to a lesser degree on the home sim. A point noticed from BOTH viewers is: 'It is NOT happening to any of our sculpty prims on breedables that move, only to parts of the stationary ones be they large or small, sculpty or whatever.' it is not necessarily always the exact same pieces either. and now we are finding many stores with walls, windows, doors, shelves and product etc that we now need to right mouse click to make them appear. Also, clicking one part or item will have many re-appear as long as they are "connected" in some manner. eg: a shelf full of folded clothing, a partial motor cycle will show it all. I clicked on one floor and had a whole range o0f boats on trailers, floats & etc suddenly appear. (approximately 30 plus separate but seemingly connected by the missing floor prim.
          Further, just for the hell of it we left a store that had several pieces missing and immediately returned to to find those same pieces were missing yet again and after only a few seconds. Certainly less than 1 minute.
          Hope this is helpful info. If not, sorry.

          Show
          metric_halfpint Gummy Grumpa added a comment - Well, it finally got the better of both my partner and myself and we have been forced to return to the 4.3.1.31155 BUT we have still isolated the objectcache folder as described for 4.4 and the problem of disappearing prims is still happening although to a lesser degree on the home sim. A point noticed from BOTH viewers is: 'It is NOT happening to any of our sculpty prims on breedables that move, only to parts of the stationary ones be they large or small, sculpty or whatever.' it is not necessarily always the exact same pieces either. and now we are finding many stores with walls, windows, doors, shelves and product etc that we now need to right mouse click to make them appear. Also, clicking one part or item will have many re-appear as long as they are "connected" in some manner. eg: a shelf full of folded clothing, a partial motor cycle will show it all. I clicked on one floor and had a whole range o0f boats on trailers, floats & etc suddenly appear. (approximately 30 plus separate but seemingly connected by the missing floor prim. Further, just for the hell of it we left a store that had several pieces missing and immediately returned to to find those same pieces were missing yet again and after only a few seconds. Certainly less than 1 minute. Hope this is helpful info. If not, sorry.
          Hide
          nogardrevlis NogarDrevlis Lectar added a comment -

          The dissapearing Prim issue isn't a whole Viewer Poblem , it's more a secondlife server issue that's why you see it even on older FS version. In fact it didn't make any difference what Viewer u use u will get it to 90% on every viewer in a Random pattern.

          Show
          nogardrevlis NogarDrevlis Lectar added a comment - The dissapearing Prim issue isn't a whole Viewer Poblem , it's more a secondlife server issue that's why you see it even on older FS version. In fact it didn't make any difference what Viewer u use u will get it to 90% on every viewer in a Random pattern.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Rolling back to 4.3.1 wont actually help you.
          4.3.1 will also be unusable in couple of weeks or so once LL flip the serverside baking switch.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Rolling back to 4.3.1 wont actually help you. 4.3.1 will also be unusable in couple of weeks or so once LL flip the serverside baking switch.
          Hide
          metric_halfpint Gummy Grumpa added a comment -

          I totally understand the missing prims thing isnt actually a viewer problem. It couldn't be because it was there for many weeks before.
          The missing prims syndrome was just one of several reasons that made me go looking for an "FS" update.
          BUT installing the old over this latest version has given us something we can use until the rest has been fixed. It has helped make the 4.4 a more stable operating system for us. We can now TP all over the place without the avi landing in pieces, the voice is now way more reliable and can now be used with some normality, More prims can be seen on landing which as a breedable's CSR is rather handy when dealing with irate/frustrated customers who simply don't understand why I have to reboot as soon as I have landed at their respective homes.
          Please forgive me, but for now, with sincere gratitude I advise, we simply don't have the time to devote to assist as much as we would like so we do what we need to keep rolling.
          We have updated video cards and drivers, isolated the viewer programmes from both antiviri programmes and firewalls, also applied many ports to our respective modems/routers and firewalls.
          We have also found on certain days, our viewers seem to work better without the bridge. So just how necessary is it? Do understand please, we really do appreciate the hard work the FS team do and have done. It's bloody hard to build a good house on a bad foundation and SL is getting worse not better so your task is much harder. Thank you Guys n Gals

          Show
          metric_halfpint Gummy Grumpa added a comment - I totally understand the missing prims thing isnt actually a viewer problem. It couldn't be because it was there for many weeks before. The missing prims syndrome was just one of several reasons that made me go looking for an "FS" update. BUT installing the old over this latest version has given us something we can use until the rest has been fixed. It has helped make the 4.4 a more stable operating system for us. We can now TP all over the place without the avi landing in pieces, the voice is now way more reliable and can now be used with some normality, More prims can be seen on landing which as a breedable's CSR is rather handy when dealing with irate/frustrated customers who simply don't understand why I have to reboot as soon as I have landed at their respective homes. Please forgive me, but for now, with sincere gratitude I advise, we simply don't have the time to devote to assist as much as we would like so we do what we need to keep rolling. We have updated video cards and drivers, isolated the viewer programmes from both antiviri programmes and firewalls, also applied many ports to our respective modems/routers and firewalls. We have also found on certain days, our viewers seem to work better without the bridge. So just how necessary is it? Do understand please, we really do appreciate the hard work the FS team do and have done. It's bloody hard to build a good house on a bad foundation and SL is getting worse not better so your task is much harder. Thank you Guys n Gals
          Hide
          conswarb Constantius Warbaum added a comment -

          Plagued with this for a long time and definitely worse now. I'm glad to know its a recognised LL issue and hopefully a fix is on the way.
          I tried the objectcache folder fix and it didn't seem to work for me.

          I did find another quick fix which so far has worked for me.
          1. enable developer menu (Preferences > Advanced > "Show Developer Menu"
          2. On arriving at problem sim toggle Rendering > Wire Frame on and off [easily done by doing "ctrl + shift + R" twice]

          Hope it helps.

          Show
          conswarb Constantius Warbaum added a comment - Plagued with this for a long time and definitely worse now. I'm glad to know its a recognised LL issue and hopefully a fix is on the way. I tried the objectcache folder fix and it didn't seem to work for me. I did find another quick fix which so far has worked for me. 1. enable developer menu (Preferences > Advanced > "Show Developer Menu" 2. On arriving at problem sim toggle Rendering > Wire Frame on and off [easily done by doing "ctrl + shift + R" twice] Hope it helps.
          Hide
          asha arida asha arida added a comment - - edited

          The issue has gotten worse in 4.4.0. Additional inworld prims now fail to rez until right clicked, and avatar's mesh clothing will often fail to rez until relog. This has gone beyond an annoyance to something world-breaking. I can appreciate the work the Firestorm team is doing but...This is bad.

          Ninja edit: Whirly Fizzle's suggestion to make the cache folder read-only doesn't work for me as a temporary fix. It has no effect.

          Show
          asha arida asha arida added a comment - - edited The issue has gotten worse in 4.4.0. Additional inworld prims now fail to rez until right clicked, and avatar's mesh clothing will often fail to rez until relog. This has gone beyond an annoyance to something world-breaking. I can appreciate the work the Firestorm team is doing but...This is bad. Ninja edit: Whirly Fizzle's suggestion to make the cache folder read-only doesn't work for me as a temporary fix. It has no effect.
          Hide
          metric_halfpint Gummy Grumpa added a comment -

          After my last comment (above) and reading the resulting comments/suggestions from all, I did a clean reinstall of 4.4 all over again, very carefully re-did each and everyone of the above suggested 'adjustments'. Wrote down each one just like a pilot's pre-flight checklist and fired up. I am pretty sure that none of them actually help any more and in fact make the textures on some prims look distorted and/or fuzzy and now, not only do we have all the above mentioned "missing prims" on ANY sim, not just the home sim, we also now have a fairly constant missing voice requiring a viewer reboot and a consistent viewer freeze where it constantly advises in the top bar, " (not responding).
          I appreciate this MAY not be related to the original viewer 'complaints' but it is another to be added to the ever growing list.
          It now impossible to use this viewer when doing my CSR work.
          If I tear out anymore hair, I will need tweezers and a magnifying glass as tools. Any help insight yet please Firestorm? Pretty please?

          Show
          metric_halfpint Gummy Grumpa added a comment - After my last comment (above) and reading the resulting comments/suggestions from all, I did a clean reinstall of 4.4 all over again, very carefully re-did each and everyone of the above suggested 'adjustments'. Wrote down each one just like a pilot's pre-flight checklist and fired up. I am pretty sure that none of them actually help any more and in fact make the textures on some prims look distorted and/or fuzzy and now, not only do we have all the above mentioned "missing prims" on ANY sim, not just the home sim, we also now have a fairly constant missing voice requiring a viewer reboot and a consistent viewer freeze where it constantly advises in the top bar, " (not responding). I appreciate this MAY not be related to the original viewer 'complaints' but it is another to be added to the ever growing list. It now impossible to use this viewer when doing my CSR work. If I tear out anymore hair, I will need tweezers and a magnifying glass as tools. Any help insight yet please Firestorm? Pretty please?
          Hide
          jessica_lyon Jessica Lyon added a comment -

          Lets use Singularities work around with VBO

          Show
          jessica_lyon Jessica Lyon added a comment - Lets use Singularities work around with VBO
          Hide
          metric_halfpint Gummy Grumpa added a comment -

          and what is this VBO workaround please?: I have looked around here and admit to blindness. I have never used singularity so I dont know about it either?

          Show
          metric_halfpint Gummy Grumpa added a comment - and what is this VBO workaround please?: I have looked around here and admit to blindness. I have never used singularity so I dont know about it either?
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Heya Gummy,

          That was a note to the devs, its not something you can do yourself, it needs a code change.
          Its a hack fix to reload buffers after each teleport to reduce the effects of the bug, until LL provide a proper fix.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Heya Gummy, That was a note to the devs, its not something you can do yourself, it needs a code change. Its a hack fix to reload buffers after each teleport to reduce the effects of the bug, until LL provide a proper fix.
          Hide
          hilaryquerrien Hilary Querrien added a comment -

          The ctrl-shift-R twice works nicely for me

          Show
          hilaryquerrien Hilary Querrien added a comment - The ctrl-shift-R twice works nicely for me
          Hide
          daniel kaliopov Daniel Kraemer added a comment -

          at the moment alone helps zoom out and back to rez items but not all many must klicked

          Show
          daniel kaliopov Daniel Kraemer added a comment - at the moment alone helps zoom out and back to rez items but not all many must klicked
          Hide
          willow wilder Willow Wilder added a comment -

          The easiest and quickest workaround for missing prims that I and others have found is:

          Enable the Develop Menu using Ctrl Alt Q or Preferences - Advanced
          Toggle Wireframe on, then off again using the keyboard shortcut Ctrl Shift R

          This will need to be repeated any time you TP somewhere and find prims missing.

          Show
          willow wilder Willow Wilder added a comment - The easiest and quickest workaround for missing prims that I and others have found is: Enable the Develop Menu using Ctrl Alt Q or Preferences - Advanced Toggle Wireframe on, then off again using the keyboard shortcut Ctrl Shift R This will need to be repeated any time you TP somewhere and find prims missing.
          Hide
          willow wilder Willow Wilder added a comment -

          @Gummy Grumpa - please file a support ticket for issues you are experiencing unrelated to this missing prims issue.

          Show
          willow wilder Willow Wilder added a comment - @Gummy Grumpa - please file a support ticket for issues you are experiencing unrelated to this missing prims issue.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Note: Henri removed Singularity's workaround for this bug because: "Removed a (now useless anyway) non-rezzing-prims-after-TP work-around that caused a transient increase in memory usage and fragmentation on TP, and resulted in out-of-virtual-addressing-space crashes when TPing out of memory-hungry places."

          I dont think we want this after all.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Note: Henri removed Singularity's workaround for this bug because: "Removed a (now useless anyway) non-rezzing-prims-after-TP work-around that caused a transient increase in memory usage and fragmentation on TP, and resulted in out-of-virtual-addressing-space crashes when TPing out of memory-hungry places." I dont think we want this after all.
          Hide
          nogardrevlis NogarDrevlis Lectar added a comment -

          Added patch from Jogite Clip to checked from Firestorm Team if it may help to solve this issue.

          Show
          nogardrevlis NogarDrevlis Lectar added a comment - Added patch from Jogite Clip to checked from Firestorm Team if it may help to solve this issue.
          Hide
          ansariel.hiller Ansariel Hiller added a comment -

          That's the fix from Linden Lab. No need to attach it here. It can be pulled from LL's repo with proper credit easily!

          Show
          ansariel.hiller Ansariel Hiller added a comment - That's the fix from Linden Lab. No need to attach it here. It can be pulled from LL's repo with proper credit easily!
          Hide
          nogardrevlis NogarDrevlis Lectar added a comment -

          You didn't read my comment ansa,i don't even know it was the linden fix ,just get it wanted it to be checked by the team ,why don't u simple delete it like i wrotethanks

          Show
          nogardrevlis NogarDrevlis Lectar added a comment - You didn't read my comment ansa,i don't even know it was the linden fix ,just get it wanted it to be checked by the team ,why don't u simple delete it like i wrotethanks
          Hide
          tonya Tonya Souther added a comment -

          Did we try the patch? If not, I will.

          Show
          tonya Tonya Souther added a comment - Did we try the patch? If not, I will.
          Hide
          lassie Lassie added a comment -

          Which patch is this? I tried the first one and had good results but, from what I've heard LL had another revision after their first which was supposed to fix a possible crash or some other bork in the first one.

          Show
          lassie Lassie added a comment - Which patch is this? I tried the first one and had good results but, from what I've heard LL had another revision after their first which was supposed to fix a possible crash or some other bork in the first one.
          Hide
          ansariel.hiller Ansariel Hiller added a comment - - edited

          If we are talking about this fix: https://bitbucket.org/lindenlab/viewer-beta-discontinued/commits/1cfa86d604909dfdb8b372069ff61f9afaa2aac1

          I've been running that fix for 2 weeks now. No problems or crashes so far and prims rez properly (except the similar bug with meshes not showing that is actually a VBO problem).

          Show
          ansariel.hiller Ansariel Hiller added a comment - - edited If we are talking about this fix: https://bitbucket.org/lindenlab/viewer-beta-discontinued/commits/1cfa86d604909dfdb8b372069ff61f9afaa2aac1 I've been running that fix for 2 weeks now. No problems or crashes so far and prims rez properly (except the similar bug with meshes not showing that is actually a VBO problem).
          Hide
          tonya Tonya Souther added a comment -

          I'm talking about the patch that was attached...which does seem to be the same as the LL one.

          Show
          tonya Tonya Souther added a comment - I'm talking about the patch that was attached...which does seem to be the same as the LL one.
          Hide
          tonya Tonya Souther added a comment -

          And, for what it's worth, I've been having things not appear until an LOD change - and I'm running with VBO off.

          Show
          tonya Tonya Souther added a comment - And, for what it's worth, I've been having things not appear until an LOD change - and I'm running with VBO off.
          Hide
          ansariel.hiller Ansariel Hiller added a comment - - edited

          The attached patch is Runitai's patch as linked in my comment a few minutes ago - just relabled, probably because the original patch doesn't go in cleanly because of a whitespace issue.

          Show
          ansariel.hiller Ansariel Hiller added a comment - - edited The attached patch is Runitai's patch as linked in my comment a few minutes ago - just relabled, probably because the original patch doesn't go in cleanly because of a whitespace issue.
          Hide
          tonya Tonya Souther added a comment -

          Patch added as Mercurial 34049 (http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/rev/072948fa198e). Marking resolved; we'll see what QA has to say about it.

          Show
          tonya Tonya Souther added a comment - Patch added as Mercurial 34049 ( http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/rev/072948fa198e ). Marking resolved; we'll see what QA has to say about it.
          Show
          lassie Lassie added a comment - http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/rev/072948fa198e backed out and re-added in http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/rev/f2508e88cc57
          Hide
          jennyeverywhere Siobhan McCallen added a comment -

          I have the new version, 4.4.1.34164 installed. I did a clean install. But this bug is still present, as some prims still refuse to rez until right clicked. I don't know if it's something I'm doing wrong, but this does not appear to be fixed by this patch.

          The "Before right click.tga" file shows the build just after a teleport and before I right-click. The "After right click.tga' file shows the build after I right-click.

          Show
          jennyeverywhere Siobhan McCallen added a comment - I have the new version, 4.4.1.34164 installed. I did a clean install. But this bug is still present, as some prims still refuse to rez until right clicked. I don't know if it's something I'm doing wrong, but this does not appear to be fixed by this patch. The "Before right click.tga" file shows the build just after a teleport and before I right-click. The "After right click.tga' file shows the build after I right-click.
          Hide
          brendaj BrendaJ Aspen added a comment -

          Are you wireless? If so it seams this new viewer is pickie on the wireless bandwith (ipload and download) Wireless is all was werid with Sl . Try hard wire to you internet and go direct. I did and it solved that problem . Testures are now kicking in. Also trying uncheck your HTTP in Perfercess that sometimes solves that. or it can be just sl going nutty.

          Show
          brendaj BrendaJ Aspen added a comment - Are you wireless? If so it seams this new viewer is pickie on the wireless bandwith (ipload and download) Wireless is all was werid with Sl . Try hard wire to you internet and go direct. I did and it solved that problem . Testures are now kicking in. Also trying uncheck your HTTP in Perfercess that sometimes solves that. or it can be just sl going nutty.
          Hide
          jennyeverywhere Siobhan McCallen added a comment -

          I'm very not-wireless, with hardwire to FIOS fiber.

          Show
          jennyeverywhere Siobhan McCallen added a comment - I'm very not-wireless, with hardwire to FIOS fiber.
          Hide
          ashtyn Fox Mitchell added a comment -

          This bug seems to be here to stay!
          Hitting CTRL+SHIFT+R, then hitting CTRL+SHIFT+R again fixes the unloaded or broken-looking prims for me (that puts you in and then out of wireframe view, forcing the world to update I guess?).

          Show
          ashtyn Fox Mitchell added a comment - This bug seems to be here to stay! Hitting CTRL+SHIFT+R, then hitting CTRL+SHIFT+R again fixes the unloaded or broken-looking prims for me (that puts you in and then out of wireframe view, forcing the world to update I guess?).
          Hide
          gadgetportal Gadget Portal added a comment -

          The problem still exists for me after updating to 4.4.1- except now the prims don't even show up when clicked, although their blue outlines do.

          Show
          gadgetportal Gadget Portal added a comment - The problem still exists for me after updating to 4.4.1- except now the prims don't even show up when clicked, although their blue outlines do.
          Hide
          hilaryquerrien Hilary Querrien added a comment -

          Not wireless, I have a wired (but slowish) connection to the internet. It's still happening for me on the just-release version and ctrl-shift-R is still fixing it

          Show
          hilaryquerrien Hilary Querrien added a comment - Not wireless, I have a wired (but slowish) connection to the internet. It's still happening for me on the just-release version and ctrl-shift-R is still fixing it
          Hide
          whirly.fizzle Whirly Fizzle added a comment - - edited

          Im reopening this and pushing to 4.4.6.

          While the Linden lab interim fix does very much reduce this bug, it does still happen.

          Linden Lab have more fixes for this issue in the pipeline but the code is not public yet.
          LL will soon release an interest list project viewer for testing containing the proper fix for this bug - among others to improve viewer-side issues caused by the interest list changes.
          I'll update when this viewer is available for testing.

          Show
          whirly.fizzle Whirly Fizzle added a comment - - edited Im reopening this and pushing to 4.4.6. While the Linden lab interim fix does very much reduce this bug, it does still happen. Linden Lab have more fixes for this issue in the pipeline but the code is not public yet. LL will soon release an interest list project viewer for testing containing the proper fix for this bug - among others to improve viewer-side issues caused by the interest list changes. I'll update when this viewer is available for testing.
          Hide
          davido_chrome Davido Chrome added a comment -

          This is decidedly better in the current beta.

          Show
          davido_chrome Davido Chrome added a comment - This is decidedly better in the current beta.
          Hide
          cobyfoden Coby Foden added a comment -

          This non-rezzing issue in Firestorm seems to get worse and worse with the latest server updates. I can see it happening everywhere where there are lots of objects. Right clicking does not help, nor does CTRL-Shift-R. TPing away and coming back sometimes helps - for some objects. Relogging sometimes helps, sometimes not. For me this does not happen with the latest Linden Lab viewer release, and it does not happen with the latest Kokua viewer. It happens only in Firestorm. We surely would need new Firestorm release ASAP where this issue is fixed. It's a pain if we need to wait till early 2014.

          Firestorm 4.4.2 (34167) Jul 1 2013 23:33:25 (Firestorm-Release) with Havok support
          You are at 244,578.0, 301,453.0, 23.1 in REDGRAVE Skins Fashion located at sim10398.agni.lindenlab.com (216.82.51.48:13009)
          Second Life Server 13.10.03.281989
          CPU: Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (3411.13 MHz)
          Memory: 8169 MB
          OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
          Graphics Card Vendor: NVIDIA Corporation
          Graphics Card: GeForce GTX 560 Ti/PCIe/SSE2
          Windows Graphics Driver Version: 9.18.0013.1422
          OpenGL Version: 4.2.0

          Show
          cobyfoden Coby Foden added a comment - This non-rezzing issue in Firestorm seems to get worse and worse with the latest server updates. I can see it happening everywhere where there are lots of objects. Right clicking does not help, nor does CTRL-Shift-R. TPing away and coming back sometimes helps - for some objects. Relogging sometimes helps, sometimes not. For me this does not happen with the latest Linden Lab viewer release, and it does not happen with the latest Kokua viewer. It happens only in Firestorm. We surely would need new Firestorm release ASAP where this issue is fixed. It's a pain if we need to wait till early 2014. Firestorm 4.4.2 (34167) Jul 1 2013 23:33:25 (Firestorm-Release) with Havok support You are at 244,578.0, 301,453.0, 23.1 in REDGRAVE Skins Fashion located at sim10398.agni.lindenlab.com (216.82.51.48:13009) Second Life Server 13.10.03.281989 CPU: Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (3411.13 MHz) Memory: 8169 MB OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTX 560 Ti/PCIe/SSE2 Windows Graphics Driver Version: 9.18.0013.1422 OpenGL Version: 4.2.0
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          If the missing objects arnt coming back after right clicking on them ir toggling wireframe, then this is a different issue.

          I have also seen the problem you describe though on Firestorm internal builds and Viewer 3 where nothing will rerender the missing objects apart from TPing to another region and waiting a few mins and TPing back which sometimes works or relogging always works.

          I dont know if this particular problem where the old workarounds of right click etc dont work, is a viewerside issue or a server issue.
          Its been reported on the LL JIRA though, as well as the original bug where right clicking will bring the missing objects back (that is a viewer cache issue caused by the interest lust changes serverside).

          Linden lab are working on a fix for both problems though. There is no test viewer available for this yet but there is supposed to be a Viewer 3 project viewer released soon.
          Ironically, they have a blocker issue on it atm because objects often fail to render after teleport and at login heh. I saw they pushed some fixes for that earlier though.
          On the interest list viewer (which you need to self compile if you want to try it) the missing objects never come back when right clicking or toggline wireframe. That is a viewerside object cache bug again though.
          (https://bitbucket.org/lindenlab/viewer-interesting)

          So we just nmeed to be patient & wait for LL to fix this Im afraid but at least it is being worked on pretty actively.

          If you are only seeing missing objects on Firestorm, purge your object cache. This should help temporarily. The more often you use a viewer, the more often you will see this bug unfortunately because the object cache got corrupted.

          Show
          whirly.fizzle Whirly Fizzle added a comment - If the missing objects arnt coming back after right clicking on them ir toggling wireframe, then this is a different issue. I have also seen the problem you describe though on Firestorm internal builds and Viewer 3 where nothing will rerender the missing objects apart from TPing to another region and waiting a few mins and TPing back which sometimes works or relogging always works . I dont know if this particular problem where the old workarounds of right click etc dont work, is a viewerside issue or a server issue. Its been reported on the LL JIRA though, as well as the original bug where right clicking will bring the missing objects back (that is a viewer cache issue caused by the interest lust changes serverside). Linden lab are working on a fix for both problems though. There is no test viewer available for this yet but there is supposed to be a Viewer 3 project viewer released soon. Ironically, they have a blocker issue on it atm because objects often fail to render after teleport and at login heh. I saw they pushed some fixes for that earlier though. On the interest list viewer (which you need to self compile if you want to try it) the missing objects never come back when right clicking or toggline wireframe. That is a viewerside object cache bug again though. ( https://bitbucket.org/lindenlab/viewer-interesting ) So we just nmeed to be patient & wait for LL to fix this Im afraid but at least it is being worked on pretty actively. If you are only seeing missing objects on Firestorm, purge your object cache. This should help temporarily. The more often you use a viewer, the more often you will see this bug unfortunately because the object cache got corrupted.
          Hide
          cobyfoden Coby Foden added a comment -

          I just noticed that even relogging back to the same place does not always work. Clearing the cache did help only for few minutes. I saw all objects rezzing first, then after few minutes the objects which did not rez earlier vanished again. In one place where I had the problem I TPed away and then TPed back after few minutes and I saw that almost all objects rezzed. I TPed away again, came back and then again I saw that lots of objects did not rez. Right clicking had no effect, nor CTRL-Shift-R.

          I will reduce my cache size (currently 2 GB) to see does it have any effect.

          Show
          cobyfoden Coby Foden added a comment - I just noticed that even relogging back to the same place does not always work. Clearing the cache did help only for few minutes. I saw all objects rezzing first, then after few minutes the objects which did not rez earlier vanished again. In one place where I had the problem I TPed away and then TPed back after few minutes and I saw that almost all objects rezzed. I TPed away again, came back and then again I saw that lots of objects did not rez. Right clicking had no effect, nor CTRL-Shift-R. I will reduce my cache size (currently 2 GB) to see does it have any effect.
          Hide
          cobyfoden Coby Foden added a comment -

          Well, the cache size reducing and clearing cache did not help. The problem place is here:
          http://maps.secondlife.com/secondlife/REDGRAVE%20Skins%20Fashion/90/167/21

          The floor will never rez in Firestorm 4.4.2 (34167). Then I logged in with Kokua 3.6.6.29733 viewer. Everything rezzed fine in a short time.

          Show
          cobyfoden Coby Foden added a comment - Well, the cache size reducing and clearing cache did not help. The problem place is here: http://maps.secondlife.com/secondlife/REDGRAVE%20Skins%20Fashion/90/167/21 The floor will never rez in Firestorm 4.4.2 (34167). Then I logged in with Kokua 3.6.6.29733 viewer. Everything rezzed fine in a short time.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Thanks for the SLURL! Im going to go there now.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Thanks for the SLURL! Im going to go there now.
          Hide
          whirly.fizzle Whirly Fizzle added a comment - - edited

          Met with Cody inworld.
          Cody has certain objects never rezzing on Firestorm 100% of the time with no workaround found.
          Shot of what she sees at Redgrave:
          https://my.secondlife.com/coby.foden/snapshots/526132075b67461249000001?version=original

          Cody renamed her settings folder and the missing objects rendered.
          She is going to keep the new settings folder and set her settings as she likes them again and see if this problem comes back.
          (Note that we checked to make sure she had not accidently blacklisted the missing objects - she had not).

          Thanks for testing Cody

          Show
          whirly.fizzle Whirly Fizzle added a comment - - edited Met with Cody inworld. Cody has certain objects never rezzing on Firestorm 100% of the time with no workaround found. Shot of what she sees at Redgrave: https://my.secondlife.com/coby.foden/snapshots/526132075b67461249000001?version=original Cody renamed her settings folder and the missing objects rendered. She is going to keep the new settings folder and set her settings as she likes them again and see if this problem comes back. (Note that we checked to make sure she had not accidently blacklisted the missing objects - she had not). Thanks for testing Cody
          Hide
          aiaustin Ai Austin added a comment -

          Just to check if others are seeing the problem in Firestorm 4.5.1 (OpenSim) beta? I definitely am seeing this a lot on a wide range of regions in OSGrid for example, but also observed on other OpenSim grids too. For some reason its often large prims like the outside walls of buildings or their roofs.

          Show
          aiaustin Ai Austin added a comment - Just to check if others are seeing the problem in Firestorm 4.5.1 (OpenSim) beta? I definitely am seeing this a lot on a wide range of regions in OSGrid for example, but also observed on other OpenSim grids too. For some reason its often large prims like the outside walls of buildings or their roofs.
          Hide
          whirly.fizzle Whirly Fizzle added a comment - - edited

          Yeah, same on SL grid also.
          This will not be fixed until Viewer-Interesting is merged into Firestorm.

          Well, maybe not even totally then. Theres already reports of missing prims with Viewer-interesting, however the problem appears much reduced.

          Show
          whirly.fizzle Whirly Fizzle added a comment - - edited Yeah, same on SL grid also. This will not be fixed until Viewer-Interesting is merged into Firestorm. Well, maybe not even totally then. Theres already reports of missing prims with Viewer-interesting, however the problem appears much reduced.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Anyone who wants to test Viewer-Interesting now can. Its just been released as an RC by Linden lab: http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers

          Choose the "Second Life Interesting Viewer" download.
          This viewer is supposed to fix this bug.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Anyone who wants to test Viewer-Interesting now can. Its just been released as an RC by Linden lab: http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers Choose the "Second Life Interesting Viewer" download. This viewer is supposed to fix this bug.
          Hide
          asha arida asha arida added a comment -

          This appears to be MUCH better in the latest Firestorm release 4.4.6. Large structures now seem to rez properly without Shift+Ctrl+R. However I still need more time to see if the problem is completely eliminated.

          Show
          asha arida asha arida added a comment - This appears to be MUCH better in the latest Firestorm release 4.4.6. Large structures now seem to rez properly without Shift+Ctrl+R. However I still need more time to see if the problem is completely eliminated.
          Hide
          ashtyn Fox Mitchell added a comment -

          Nope, it's still there.

          Show
          ashtyn Fox Mitchell added a comment - Nope, it's still there.
          Hide
          asha arida asha arida added a comment -

          Unfortunately Fox Mitchell is correct. I jumped the gun and am still having issues.

          Show
          asha arida asha arida added a comment - Unfortunately Fox Mitchell is correct. I jumped the gun and am still having issues.
          Hide
          hilaryquerrien Hilary Querrien added a comment -

          Still there for me, though there appear to be two or three separate issues here.

          1) Some objects partly rezzed, lookign strange - ctrl-shift-R always fixes
          2) Some objects not rezzed - ctrl-shirt-R sometimes fixes
          3) Some objects not rezzed and stay not rezzed for a long time then they mystically appear for no very good reason.

          This is at its worst when I TP out of a region and then back. And it can affect stuff I am wearing as well.

          Show
          hilaryquerrien Hilary Querrien added a comment - Still there for me, though there appear to be two or three separate issues here. 1) Some objects partly rezzed, lookign strange - ctrl-shift-R always fixes 2) Some objects not rezzed - ctrl-shirt-R sometimes fixes 3) Some objects not rezzed and stay not rezzed for a long time then they mystically appear for no very good reason. This is at its worst when I TP out of a region and then back. And it can affect stuff I am wearing as well.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Heya Everyone,

          I'm going to close this issue.
          Firestorm now has the Interesting code merged in from Linden lab and it will be in the next release.

          Unfortunately, Interesting hasn't quite fixed the missing objects problems as we hoped but now they will fail to render for different reasons and the bug reproduces in a different way.
          Once the next release is out with the interesting code - or for those of you beta testing (beta testers will soon have a build with the interesting code in), we are going to use issue FIRE-14046 to track missing object issues post-interesting.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Heya Everyone, I'm going to close this issue. Firestorm now has the Interesting code merged in from Linden lab and it will be in the next release. Unfortunately, Interesting hasn't quite fixed the missing objects problems as we hoped but now they will fail to render for different reasons and the bug reproduces in a different way. Once the next release is out with the interesting code - or for those of you beta testing (beta testers will soon have a build with the interesting code in), we are going to use issue FIRE-14046 to track missing object issues post-interesting.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Closed as "Fixed" in 4.6.6.
          While "Fixed" is a little optimistic (for reasons see FIRE-14046), this is marked as fixed so it falls into QA.

          All new problems with objects failing to render on 4.6.6 and later, please report on issue FIRE-14046 or file a new issue if you think you are seeing something different.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Closed as "Fixed" in 4.6.6. While "Fixed" is a little optimistic (for reasons see FIRE-14046 ), this is marked as fixed so it falls into QA. All new problems with objects failing to render on 4.6.6 and later, please report on issue FIRE-14046 or file a new issue if you think you are seeing something different.
          Hide
          lassie Lassie added a comment -

          Closing as we're post-interesting now and won't be looking back. See FIRE-14046 for this issues status.

          Show
          lassie Lassie added a comment - Closing as we're post-interesting now and won't be looking back. See FIRE-14046 for this issues status.

            People

            • Assignee:
              shouldbeworkingonit.linden ShouldBeWorkingOnIt Linden
              Reporter:
              asha arida asha arida
            • Votes:
              21 Vote for this issue
              Watchers:
              37 Start watching this issue

              Dates

              • Created:
                Updated:
                Resolved: