Meta Spark Studio not detecting a closed right eye but detecting a closed left - logic

I'm trying to add a patch that makes a rectangle visible on a wink from either eye. It works perfectly for the left one but the right one refuses to work.
I've tried connecting the Right Eye Closed patch directly to Kira Visibility to no avail which pretty much rules out my or block being the issue. My best guess is it has something to do with the first three blocks but I have no idea honestly.
Full picture of patch

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3D model scn file does not rotate or scale in AR kit

I started a new Xcode project with the ARKit template and simply replaced the "ship.scn" with my "test.scn" filename asset. The object is about 16.5mm wide and 4.8mm tall. The ship worked fine of course, but my test object that reads "test" does not rotate as I move around it, or scale when I move towards or away from it, yet it does track in one location.
I compared the ship and test attribute panels, and I can't find anything that is different about them, except that the ship is textured and my test text is not. What is inherently special about scn objects that would make them behave correctly in ARKit besides their size? I've read through the documentation about anchoring, but it seems like I wouldn't have to do this in code if it's already a scn object.
In case anyone wants to test the file I'm using in the ARKit template to see how it's behaving, the file is here: https://ufile.io/ey49t
I’m answering the question because I think it could help others that are making a similar mistake, but it can be closed if it doesn’t make sense.
The problem is that the size was much too large where I could not see scaling or rotation no matter how much I moved around the room. Compare the scaled size in the last attribute panel on the ship model - not its actual size. Then get the size of your own model scaled down enough so that it is actually resonable.

Inconsistent transparency, looking like render order issue

I am using r82.
I have a mesh with multiple materials. I can change their opacity just fine, but how they are rendered is what I would call "splotchy". I have been using ThreeJs for a while, and EDIT: was able to get the transparency working in a past version (r67) with the same model in a significantly more consistent way. So I was wondering if there is something that now I need to set that I didn't need to set before or if I am just overlooking something. Upon revisiting my older code and testing it again, I found that the same transparency issues were present. It was simply a matter of there not being as obvious "splotches" (and not testing enough, I'm sure). Here is a screenshot.
Here are a few more pictures I took that highlight the issue a bit better. I have the outside wall in a light grey and the floors a dark grey in the model and can toggle the outside walls to be visible or not. In these pictures I have one face of the outside wall purple and a face of the floor in the room on the other side of the wall green.
Based on the angle of the camera, it makes part of the green floor face invisible even though there is only one face between the camera and it.
The materials are all double sided already and there is no sign of this until the transparency is on. I found a similar question that suggested changing the mesh.setFaceCulling (or something similar) but that seemed to be from an older version and wasn't in r82.
Thanks for any help in advance!
EDIT:
I started looking into the old version of threeJS and the current version's source code to see what is done differently regarding transparency. I found transparentObjects, which is an array of the objects (I believe faces) that are going to be rendered and are in sorted based on "reversePainterSortStable". There is another list of objects (I believe for the materials objects, maybe?) called opaqueObjects that uses "painterSortStable". So to see if changing the sort order would change the outcome of how things are looking when transparent I changed it so that transparentObjects got sorted by "painterSortStable" and it did change how things showed up significantly (granted it didn't fix my problem since it just removed some problem spots and created new ones).
So the short version, it looks like it is an issue with the renderOrder of the faces.
That being said, I tried finding how the r67 version of the code handled the "renderOrder" of the faces since it wasn't something that (to my knowledge) could be set in that version and just did it automatically. But I have had no such luck tracking down how it was done as of yet.
So I see two possibilities. 1) find out how the past version correctly did transparency (at least for my purposes) and change the logic in the current version to use that. Or 2) find how to properly set the renderOrder of the faces based on the camera position in the scene. Will look into the second option first, but figured it would be good to document this for others looking to help answer or that have a similar problem.
EDIT 2:
So digging through the source code for threeJs and noticed something about the transparentObjects array I mentioned in the previous edit. The first, that I cannot for the life of me figure out how it gets populated since it doesn't seem like it is added to anywhere in the code. The second is that I think it is being populated with duplicates of the entire building object/mesh (see screenshot below).
The z indexes all seem to be the same. as well as the ids and the objects are all of type "mesh" (of the ones I looked through, granted, since there are a few thousand). So I was going to figure out why its adding what is being added to the array, but that is when I stumbled across the issue of not finding where in the code that the transparentObjects array actually get populated.
EDIT 3:
WestLangley, I tried setting the depth test for the outer wall material to false and got this. Like I said in my response comment, even if it did work it wouldn't fix the issues experienced with the camera inside the building, but wanted to follow up none the less (see snapshot below).

Draw2d: Containing RectangleFigure will sometimes cuts off text when zoomed. (Pictures included)

In my program I have a bunch of RectangleFigures where each figure holds text. The text is held in a TextFlow which is held by FlowPage to allow word wrapping. RectangleFigure then uses getPrefferedSize() to make itself just big enough to hold it's text (using a fixed width).
These RectangleFigures are held by a ScalableLayeredPane. The problem rises when I try to zoom by calling setScale(). Most of the time it works fine but occasionally the ends of the text will be cut off. If I zoom again the figure will correct itself. I should also say that I have tested my program using Figure instead of RectangleFigure with the same result.
Has anyone dealt with this bug before and can shed some light on why this is happening and/or know of any workarounds?
I havn't included any code because this is a rather large program and relevant chunks of code are spread out. But if you would like to see the code let me know and I will try piecing it together.
I was holding the text inside a Figure and that was the Figure I was calling getPrefferedSize() on. But I then put that Figure(lets call it textFigure) inside a second Figure(called containerFigure). I was essentially doing the equivalent of containerFigure.setSize(textFigure.getPrefferedSize()).
You're probably wondering why I was doing that. Well originally I planned on having containerFigure hold multiple things instead of just textFigure. I ended up coding it differently but forgot about the unnecessary extra layer.
So even though containerFigure was technically the size it needed to be scaling caused problems. But when I removed containerFigure and started placing textFigure directly on the screen this bug was fixed.
This is a fairly specific error on my part so I don't know how much help this will be to others. To make it more broad if you're having some kind of sizing issue just check to see how the size of parent Figures are being set. Using sizes from child Figures might be incorrect and/or causing problems.

Java3D: Very poor performance in applet on MacOS X

I'm trying to do some animations using Java3D on a Mac.
If I use universe = new SimpleUniverse(); to create a universe, everything is fast. The problem is that there's a bit of tearing sometimes because I'm altering object properties while in the middle of rendering. What I would like to do is stop the rendering while I'm updating properties.
My first step was to try creating my own Canvas3D, and that's where things went wrong. Rather than just creating a SimpleUniverse, I do this sort of thing:
GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();
canvas = new Canvas3D(config);
universe = SimpleUniverse(canvas);
When I do this, the first problem is that the window doesn't automatically appear. So based on the example at java2s, I embedded the Canvas3D in an applet. Then I get a window, but performance is TERRIBLE. The rendering is MUCH slower.
It's almost as though the rendering is no longer being done by the graphics engine but instead in software.
Can anyone give me some tips as to what I'm doing wrong here?
Thanks!
You should try compiling your BranchGroups before they become live. This helps preprocess the objects before they get displayed in the universe. It might also be something else that java is getting hung up on, if you put the whole source in the question, then i could tell you more. It might also just be your computer, Java3D takes a big hunk of Memory and is pretty CPU intensive, your computer specs would also be relevant in answering this question
Hope that helped you out a little bit, if you add more to your question i would be happy to help you more

Firefox 6 background image repeat issue

I realize that the title is a long one, but allow me to explain. If you look at:
http://hardincountychamber.org/Chamber-Commerce-Directory.asp
in Firefox 6 (Windows 7 64bit), the white background will repeat until around halfway through the letter 'D' of the full directory, and then disappear after one small move of the mouse wheel, and then resume displaying just a little further down the page. The background just snaps back to displaying. Personally I am baffled as to what is causing it, and in the back-end admin section of this page, the same thing occurs with another repeated background image.
So to duplicate the bug, at the time of this postings, search for the term, "Starbuck" on the page, and then scroll until that listing is at top of your browser, then scroll down slowly, and the white background should just disappear.
Any help would be extremely helpful, though I am going to have to paginate the results of this page for a quick fix, I would rather know what it is that is causing it, and maybe even a potential fix.
If you check, that happens when you scroll the page down by slightly more than 32000 pixels (yep, signed 16-bit integer limit). Things are even worse in Firefox 9, there the background doesn't come back below that boundary. Which sounds pretty close to bug 215055 - except that it cannot be that bug, it has been resolved two years ago. There doesn't seem to be an existing report for the bug you found, it is probably best if you file a new bug, component is "Layout".

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