Highlight Transparency messed-up?!

Marjolaine Seymour

New member
Joined
Sep 21, 2018
Messages
9
I just posted this on the LL forum as well, but maybe some of you guys have some ideas....

For ages I have used the 'Highlight Transparency' to help sorting out matters with invisible objects and attachments.
In a recent viewer update (LL and Firestorm) something seems to have changed, so that in certain cases a lot of objects (mesh?) now show up in red or blue when checking-in 'ctrl-alt-T'.

With this change an avatar using mesh body/head now becomes blue and red highlighted.. instead of in the past only worn invisible attachments. I can see similar issues with mesh objects and invisible objects linked in my builds.

Question is whether all this is 'hard-coded' by LL, or if there are any system parameters which can be altered via advanced or debugging menus? Basically, I'd like to find a way to restore previous functionality, if at all possible. Since it still works with non-updated viewers, it is definitely an update which went into the LL base symbolics for the viewer.

EDIT: I have created FIRE-32132 Requesting a way to re-introduce the old functionality, but not holding my breath :(
 
Last edited:

Maitimo

mostly 'armless
Joined
Feb 22, 2020
Messages
144
Location
UK
SL Rez
2008
It depends on the texture settings that the item creator has used. If they use a blended (red) or masked (blue) alpha channel, even if there is no actual transparency visible, then Highlight Transparency will show it. As far as I'm aware, this is not new behaviour - it's bugged me for years.

If the item is modify, you can change the alpha channel back to None (provided that you don't actually need it to be alpha - don't do this on your mesh body).
 
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Marjolaine Seymour

New member
Joined
Sep 21, 2018
Messages
9
And that is the problem.... because many of us use(d) it when adjusting stuff against mesh bodies.
Yet a useful functionality clobbered because someone decided to 'fix' something which was not really a problem for most.
 
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