[sldev] P2P/Squid Web Textures: Enabling Greater Quality Images
- draft 2
Dzonatas
dzonatas at dzonux.net
Sun Jul 8 19:17:09 PDT 2007
I just backed-out of thinking-out the "patched" sculpties with a
specialized tile method on the DWT. Right now the alpha layer is not
being used, and it could easily be used to create arbitrary sized sculpt
patches. It may be hard to compute on the physics side, but it occurred
to me that the SLSquid idea allows sculpties of even 1024x1024
detail.... or greater!
No server side changes needed. Just drop the UUID that a SLSquid server
returns, when you upload it to the SLSquid-mesh, into the prim (set it
by LSL).
Highly detailed sculpties. Laggy? Nah... not with the OpenJPEG and LLV4
changes.
Well... its just a dream for now. =)
Dirk Moerenhout wrote:
> Current subsampling and LOD routines expect it to be a power of 2.
>
> I hate the current LOD handling too as it considers the texture no
> different than an image and hence LOD downscales the image and
> interpolates the vertices.
>
> I'd change the LOD handling but there's little point before we have an
> agreement with LL on losslessly compressed sculpt textures.
>
> Dirk aka Blakar Ogre
>
> On 7/9/07, Callum Lerwick <seg at haxxed.com> wrote:
>> On Sun, 2007-07-08 at 01:14 +0200, Dirk Moerenhout wrote:
>> > Sort of. By design you can actually do more in a 64x64. In a 64x64 you
>> > get 2 lines for poles and 31 lines for vertices. In a 32x32 you don't
>> > get a seperate 33rd line for the pole, your pole is picked from your
>> > 31st line of vertices.
>> >
>> > Not a huge difference but it's there. Personally I'm not fond of the
>> > current way poles are done. I'd rather see 32 lines of vertices plus
>> > poles that are calculated by taking the middle point between vertex 0
>> > and 16 of top and bottom line.
>>
>> You know, this isn't actually being used as an OpenGL texture, there's
>> really no reason a sculpt map has to be power of two dimentioned. Why
>> not just use a 32x33 map?
>>
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