[opensource-dev] Project-MESH viewer

Jonathan Goodman geenz at geenzo.com
Sat Oct 16 19:49:38 PDT 2010


Case in point... http://www.flickr.com/photos/50275732@N04/5079086973/ 
The floors have Shiny set to medium.

leliel wrote:
> On Sat, Oct 16, 2010 at 12:27 PM, Ann Otoole<missannotoole at yahoo.com>  wrote:
>> There is no shine at all when lighting/shadows is enabled. Sorry. None
>> whatsoever. Full shine black is just flat black. Full shine white is just
>> flat white. Full shine textures are just the textures. It is completely
>> broken. And this, in turn, "breaks content" that was sold with the
>> expectation it was shiny.
>
> Shiny enables specular highlights, not reflections. Physically the two
> are the same thing, but in raster based graphics they are separate.
> That weird metallic colored blob we had before was just a quick and
> dirt hack, with lighting&  shadows enabled the viewer will do true
> specular highlights which depend on the angle of the light and the
> camera in order to be visible.
>
>> I don't expect to live long enough to see real time true reflectivity in
>> Second Life. Like latex that actually reflects. Would be nice but there are
>> miles and miles to go to get that gpu capability for real time translated to
>> opengl and then farther to go to show up in Second life. Or third life or
>> whatever this concept is called at that point 50 years from now if there is
>> still an internet (doubtful) and civilians are allowed to be in possession
>> of computers beyond what they are "chipped" with.
>
> OpenGL has been able to do reflections for a long time now, it's just
> a very demanding process since you have to render the scene from the
> point of view of each reflective object in addition to the camera's
> view point. Older games would cheat and just render one cube map for
> the whole scene and use it for all reflections, but that may not be
> acceptable in sl.
>
> Once again, the dynamic, user made content in sl is what holds us
> back. There is no way to limit the number of reflective objects in
> view and using more then a hand full would bring all but the current
> top of the line cards to their knees. What we need is fine grain
> control over how objects are rendered instead of just everything in
> the view plain been drawn in full (LOD'd) detail. The shadow maps&  GI
> code does this with a distance based cut off. Having a distance / size
> cut off for reflections would help a lot with any over use of them.
> Adding in full impostors for all objects would be even better.
>
> Over all I'd say the viewer needs to start doing some serious resource
> management if we ever want to have a draw distance measured in
> kilometers.
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