<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Topics tagged with glitch]]></title><description><![CDATA[A list of topics that have been tagged with glitch]]></description><link>https://community.troikatronix.com/tags/glitch</link><generator>RSS for Node</generator><lastBuildDate>Wed, 22 Apr 2026 07:44:25 GMT</lastBuildDate><atom:link href="https://community.troikatronix.com/tags/glitch.rss" rel="self" type="application/rss+xml"/><pubDate>Tue, 04 Jul 2023 23:13:03 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[[ANSWERED] Tracking down the reason for glitch . . .]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="https://community.troikatronix.com/uid/5198">@wjmackwood-0</a></p>
<p><a href="/assets/uploads/files/1688511931651-testing-models-for-izzy-solved.zip">testing-models-for-izzy-solved.zip</a></p>
<p>Hello William,</p>
<p>Place an instance of the 3d Player with the corresponding stage, model and texture map assignment in the scene you are cross fading from. This will effectively preload the texture and avoid the glitch. The 3D Player content is hidden in the initial scene but still loaded. It works in the modified patch attached because the 3D Player is assigned to a virtual stage that is not active until the scene cross fade is initiated.</p>
<p>You can alternatively, program the cross fade in the same scene - this will also avoid the glitch.</p>
<p>Best Wishes,</p>
<p>Russell</p>
<p></p>]]></description><link>https://community.troikatronix.com/topic/8460/answered-tracking-down-the-reason-for-glitch</link><guid isPermaLink="true">https://community.troikatronix.com/topic/8460/answered-tracking-down-the-reason-for-glitch</guid><dc:creator><![CDATA[bonemap]]></dc:creator><pubDate>Tue, 04 Jul 2023 23:13:03 GMT</pubDate></item><item><title><![CDATA[Short burst of static when jumping to new scene]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="https://community.troikatronix.com/uid/319">@knowtheatre</a></p><p>When you transition scenes, you possibly have audio playing to the same channels from multiple players. My guess is that you have some audio configuration on your system that doesn't like this change of audio source/routing/mixing.<br />Can you please take screen captures of your Audio setup in macOS? It doesn't sound like a feedback loop but seems like it must be similar.</p>]]></description><link>https://community.troikatronix.com/topic/8275/short-burst-of-static-when-jumping-to-new-scene</link><guid isPermaLink="true">https://community.troikatronix.com/topic/8275/short-burst-of-static-when-jumping-to-new-scene</guid><dc:creator><![CDATA[DusX]]></dc:creator><pubDate>Thu, 26 Jan 2023 02:47:12 GMT</pubDate></item><item><title><![CDATA[slit scan ++ or any other pixel sorting way?]]></title><description><![CDATA[<p>Bumping this thread - does anybody have some new ideas for a Slit Scan shader? or should we put in a feature request for a more flexible Slit Scan actor? (inputs for width of slit and speed would be nice, horizontal and vertical offset might be interesting)</p>]]></description><link>https://community.troikatronix.com/topic/6676/slit-scan-or-any-other-pixel-sorting-way</link><guid isPermaLink="true">https://community.troikatronix.com/topic/6676/slit-scan-or-any-other-pixel-sorting-way</guid><dc:creator><![CDATA[dbini]]></dc:creator><pubDate>Thu, 16 Apr 2026 17:34:32 GMT</pubDate></item></channel></rss>