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  • Radegast
  • RAD-286

HUD Hovertext in grey not readable

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Details

  • Type: Bug Bug
  • Status: Closed Closed
  • Priority: Major Major
  • Resolution: Fixed
  • Affects Version/s: 1.28, 2.0
  • Fix Version/s: None
  • Component/s: Object Tracker
  • Labels:
    None
  • Severity:
    Medium
  • Environment:
    .NET / Windows32, .NET / Windows64

Description

I have the problem that a hud i wear have 32 prims and many hovertext. The hovertext is sometimes white and sometimes grey and is not readable

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Attachments

  1. Metabolt - White Text on 3D.jpg
    34 kB
    02/Dec/11 10:47 PM
  2. Radegast - TE3000 HUD.jpg
    52 kB
    03/Dec/11 9:57 AM
  3. Radegast - TE HUD.jpg
    24 kB
    02/Dec/11 10:47 PM
  4. Radegast - Test Object in 3D View.jpg
    89 kB
    25/Dec/11 2:05 PM
  5. Radegast-TE-TRIAL.png
    184 kB
    03/Dec/11 3:07 AM
  6. Radegast-TE-TRIAL2.png
    237 kB
    03/Dec/11 3:11 AM
  7. TE Princess HUD.jpg
    38 kB
    02/Dec/11 10:47 PM

Issue Links

is duplicated by

Bug - A problem which impairs or prevents the functions of the product. RAD-320 Floating text on 3D objects rendered incorrectly

  • Major - Major loss of function.
  • Closed - The issue is considered finished, the resolution is correct. Issues which are closed can be reopened.

Activity

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Permalink
Snickers Snook added a comment - 07/Oct/11 11:07 AM - edited

I have the same problem with Metabolt – which also uses the openmv stuff for 3D objects. For example, the Tiny Empires HUD renders text that is normally black or dark green as white on a light background making it impossible to read. The HUD displays fine in any of the standard SL viewers (Firestorm, Phoenix, SL 3).

This is with an nVidia 9500GT card with latest drivers under Win7 64.

I did not have this problem with the same card running under Windows XP SP3 32-bit.

EDIT: I downloaded and installed Radegast and I have the exact same problem with it that I have with Metabolt. Text showing up as white or transparent instead of black or solid colors. I have to think this is an openmv issue.

Show
Snickers Snook added a comment - 07/Oct/11 11:07 AM - edited I have the same problem with Metabolt – which also uses the openmv stuff for 3D objects. For example, the Tiny Empires HUD renders text that is normally black or dark green as white on a light background making it impossible to read. The HUD displays fine in any of the standard SL viewers (Firestorm, Phoenix, SL 3). This is with an nVidia 9500GT card with latest drivers under Win7 64. I did not have this problem with the same card running under Windows XP SP3 32-bit. EDIT: I downloaded and installed Radegast and I have the exact same problem with it that I have with Metabolt. Text showing up as white or transparent instead of black or solid colors. I have to think this is an openmv issue.
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Permalink
Snickers Snook added a comment - 28/Nov/11 11:26 AM

The more I work with 3D objects in both Radegast and Metabolt, the more annoying and problematic this bug has become. I have also heard from a friend who uses Metabolt 32-bit on WinXP 32 that the same thing is happening to her. If I knew where to report this in the libopenmv jira, I would.

Show
Snickers Snook added a comment - 28/Nov/11 11:26 AM The more I work with 3D objects in both Radegast and Metabolt, the more annoying and problematic this bug has become. I have also heard from a friend who uses Metabolt 32-bit on WinXP 32 that the same thing is happening to her. If I knew where to report this in the libopenmv jira, I would.
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Permalink
Latif Khalifa added a comment - 28/Nov/11 11:45 AM

@Snickers Metabolt 3d object viewer is just a copy of the code originally developed for Radegast so it's not surprising that they have identical problem. Could you make an example object and send it to me in world?

Also please attach snapshot showing the issue if possible.

I will try to free up some time to look into it.

Show
Latif Khalifa added a comment - 28/Nov/11 11:45 AM @Snickers Metabolt 3d object viewer is just a copy of the code originally developed for Radegast so it's not surprising that they have identical problem. Could you make an example object and send it to me in world? Also please attach snapshot showing the issue if possible. I will try to free up some time to look into it.
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Snickers Snook added a comment - 02/Dec/11 10:47 PM - edited

The two screengrabs with white text are Metabolt and Radegast. The screen of TE Princess HUD is how they should appear. I am using an nVidia 9500GT card (Windows 7 64-bit). Another friend in SL is using Windows XP 32-bit, also nVidia but I'm not sure what series. I will send you a copy of the freebie starter HUD in world. You can attach it and see if it does the same thing.

Show
Snickers Snook added a comment - 02/Dec/11 10:47 PM - edited The two screengrabs with white text are Metabolt and Radegast. The screen of TE Princess HUD is how they should appear. I am using an nVidia 9500GT card (Windows 7 64-bit). Another friend in SL is using Windows XP 32-bit, also nVidia but I'm not sure what series. I will send you a copy of the freebie starter HUD in world. You can attach it and see if it does the same thing.
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Permalink
Holger Gilruth added a comment - 03/Dec/11 12:02 AM

i have the problem with the ATI 4850 with 512mb

Show
Holger Gilruth added a comment - 03/Dec/11 12:02 AM i have the problem with the ATI 4850 with 512mb
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Permalink
Latif Khalifa added a comment - 03/Dec/11 3:07 AM

Funny thing is the trial of TE works fine here on my Nvidia GTX-260 as shown in the screenshot.

Show
Latif Khalifa added a comment - 03/Dec/11 3:07 AM Funny thing is the trial of TE works fine here on my Nvidia GTX-260 as shown in the screenshot.
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Permalink
Snickers Snook added a comment - 03/Dec/11 9:57 AM

Latif, yours is not the standard Tiny Empires HUD – that's the trial for TE3000. Regardless, I tried it too and get the same results. White text on the background. See my screenshot.

I wonder what the difference in our systems is that causes this? I have tried every setting in the nVidia control panel I can think of from default to disable all sorts of things to enabling everything. Nothing I can do on my end affects this issue.

Show
Snickers Snook added a comment - 03/Dec/11 9:57 AM Latif, yours is not the standard Tiny Empires HUD – that's the trial for TE3000. Regardless, I tried it too and get the same results. White text on the background. See my screenshot. I wonder what the difference in our systems is that causes this? I have tried every setting in the nVidia control panel I can think of from default to disable all sorts of things to enabling everything. Nothing I can do on my end affects this issue.
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Permalink
Holger Gilruth added a comment - 03/Dec/11 10:19 AM

i dont really think it have something to do with the computer itself.
For example when i run 3 different alts 2 of them works fine, one dont works fine. but also that happen not anytim, sometimes every works, somtime none of them

Show
Holger Gilruth added a comment - 03/Dec/11 10:19 AM i dont really think it have something to do with the computer itself. For example when i run 3 different alts 2 of them works fine, one dont works fine. but also that happen not anytim, sometimes every works, somtime none of them
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Permalink
Snickers Snook added a comment - 03/Dec/11 11:43 AM

In my case and for at least two other players I know of, the white text on the HUD is there all the time regardless of how many alts or not are logged in. The problem also shows up in a radar HUD I use.

Show
Snickers Snook added a comment - 03/Dec/11 11:43 AM In my case and for at least two other players I know of, the white text on the HUD is there all the time regardless of how many alts or not are logged in. The problem also shows up in a radar HUD I use.
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Permalink
Latif Khalifa added a comment - 24/Dec/11 11:04 PM

Out of curiosity I would like to know if you open full 3d scene view in radegast (not just object) does local chat from objects comes in as green text? I implemented local chat text different that hovertext and I'm wondering if this work better on systems where hovertext color isn't working.

Show
Latif Khalifa added a comment - 24/Dec/11 11:04 PM Out of curiosity I would like to know if you open full 3d scene view in radegast (not just object) does local chat from objects comes in as green text? I implemented local chat text different that hovertext and I'm wondering if this work better on systems where hovertext color isn't working.
Hide
Permalink
Snickers Snook added a comment - 24/Dec/11 11:36 PM

Do you mean chat that comes from objects like talkers and such and ends up in local chat (like on chan 0)? Or do you mean hovertext above rezzed objects that don't have color assigned to them?

Show
Snickers Snook added a comment - 24/Dec/11 11:36 PM Do you mean chat that comes from objects like talkers and such and ends up in local chat (like on chan 0)? Or do you mean hovertext above rezzed objects that don't have color assigned to them?
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Permalink
Latif Khalifa added a comment - 24/Dec/11 11:40 PM

Yes, sorry I forgot to mention. Chat from objects should be green for regular chat, yellow for llOwnerSay

Show
Latif Khalifa added a comment - 24/Dec/11 11:40 PM Yes, sorry I forgot to mention. Chat from objects should be green for regular chat, yellow for llOwnerSay
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Permalink
Snickers Snook added a comment - 25/Dec/11 2:05 PM - edited

Made test prim with simple script to set hover text to dark green (as close as I could see to the green in the TE Huds) from object name, and chat via llSay and llOwnerSay. See 3D scene screencap above.

I think this works as expected right?

Show
Snickers Snook added a comment - 25/Dec/11 2:05 PM - edited Made test prim with simple script to set hover text to dark green (as close as I could see to the green in the TE Huds) from object name, and chat via llSay and llOwnerSay. See 3D scene screencap above. I think this works as expected right?
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Permalink
Latif Khalifa added a comment - 25/Dec/11 2:11 PM

I wanted you to see when you open "3D scene" on the main menu where you get the full 3d rendering of your surrounding if the local chat text color was correct.

Show
Latif Khalifa added a comment - 25/Dec/11 2:11 PM I wanted you to see when you open "3D scene" on the main menu where you get the full 3d rendering of your surrounding if the local chat text color was correct.
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Snickers Snook added a comment - 18/May/12 1:14 PM

Anything on this issue? I've found more friends that have the same problem.

Show
Snickers Snook added a comment - 18/May/12 1:14 PM Anything on this issue? I've found more friends that have the same problem.
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Snickers Snook added a comment - 30/Jun/12 1:20 PM

Well hopefully my friend will chime in here with his results. It appears to be a generalized Win64 / libopenmv issue.

Show
Snickers Snook added a comment - 30/Jun/12 1:20 PM Well hopefully my friend will chime in here with his results. It appears to be a generalized Win64 / libopenmv issue.
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Erik B Rookswood added a comment - 03/Aug/12 1:43 PM

I can confirm that this exact problem exists on Radegast on a brand new factory fresh HP ProBook 6475b with AMD Radeon HD7660G

Show
Erik B Rookswood added a comment - 03/Aug/12 1:43 PM I can confirm that this exact problem exists on Radegast on a brand new factory fresh HP ProBook 6475b with AMD Radeon HD7660G
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Latif Khalifa added a comment - 23/Oct/12 6:12 PM

Could you please test the latest nightly build from:

http://radegast.org/wiki/Radegast_Download#Nightly_Builds

This problem should be fixed.

Show
Latif Khalifa added a comment - 23/Oct/12 6:12 PM Could you please test the latest nightly build from: http://radegast.org/wiki/Radegast_Download#Nightly_Builds This problem should be fixed.
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Snickers Snook added a comment - 23/Oct/12 10:26 PM

So far so good!! I'll use it for a few days and let you know! Thanks so much!!!

Show
Snickers Snook added a comment - 23/Oct/12 10:26 PM So far so good!! I'll use it for a few days and let you know! Thanks so much!!!
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Snickers Snook added a comment - 23/Oct/12 11:07 PM

Well a few things I notice. While the text is now readable (and that's a huge thing), the little moving clock in the upper left corner that shows the Tiny Empires "year" progressing is no longer visible.

Also, if you click on anti-alias, it turns the text into unreadable blocks of colors. You have to close the Object Viewer and the view the object again.

Finally, if you click the roll-up on button on the HUD, it sort of splits the HUD into two parts, both visible. But the clock disappears completely. I suspect that's prolly cuz the HUD does a show/hide thing on various parts.

Show
Snickers Snook added a comment - 23/Oct/12 11:07 PM Well a few things I notice. While the text is now readable (and that's a huge thing), the little moving clock in the upper left corner that shows the Tiny Empires "year" progressing is no longer visible. Also, if you click on anti-alias, it turns the text into unreadable blocks of colors. You have to close the Object Viewer and the view the object again. Finally, if you click the roll-up on button on the HUD, it sort of splits the HUD into two parts, both visible. But the clock disappears completely. I suspect that's prolly cuz the HUD does a show/hide thing on various parts.
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Permalink
Latif Khalifa added a comment - 24/Oct/12 2:52 AM

Ok so the issue with the wrong hovertext color is fixed.
Changing anti-aliasing setting causing 3d view to need restart is a known issue and it's graphics card specific, nothing that can be done much about it

Show
Latif Khalifa added a comment - 24/Oct/12 2:52 AM Ok so the issue with the wrong hovertext color is fixed. Changing anti-aliasing setting causing 3d view to need restart is a known issue and it's graphics card specific, nothing that can be done much about it

People

  • Assignee:
    Latif Khalifa
    Reporter:
    Holger Gilruth
Vote (1)
Watch (4)

Dates

  • Created:
    30/Aug/11 9:17 AM
    Updated:
    24/Oct/12 2:52 AM
    Resolved:
    24/Oct/12 2:52 AM

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