[sldev] P2P/Squid Web Textures: Enabling Greater Quality Images - draft 2

John Hurliman jhurliman at wsu.edu
Sun Jul 8 19:25:58 PDT 2007


Dzonatas wrote:
> 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. =)

How will a proxy or P2P layer speed up client rendering of objects with 
over a million vertices each (1024x1024 sculpt map)? While we battle the 
fight to get more FPS out of the client and a smoother overall 
experience it seems contradictory to have up to 256x larger vertex 
buffers being passed around.

John Hurliman


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