[sldev] Re: P2P/Squid Web Textures: Enabling Greater Quality Images
- draft 2
Argent Stonecutter
secret.argent at gmail.com
Mon Jul 9 14:03:37 PDT 2007
> In order to improve the quality of textures without an increase in
> cost
> on the sims, we need to use P2P Web textures.
I don't agree.
There are a number of ways we can improve the quality of sculpted
prims without a corresponding increase in cost to the sims.
1. Support PNG as well as JPEG2000 in hosted textures.
2. Create a new texture type for sculpt textures that is a lossless
format (such as PNG) but limited to 64x64.
3. Support a non-texture format for sculpted prims, such as zlib-
compressed obj or a more compact format than obj.
4. Support PNG as well as JPEG2000 in hosted textures, but only have
the client use PNG for sculpt textures... have it display the
lossless format as "MISSING IMAGE" when applied to a prim surface or
particle texture, etcetera...
Most of these would actually *reduce* the cost, since a 64x64 PNG is
smaller than a 256x256 JPEG2000.
1 might lead to a few people uploading PNG where it's not needed, but
the increase in size would be relatively small, and owuld be offset
over time by the effect of smaller sculpt textures.
2 and 4 are equivalent, but 4 is easier to implement, and would
reduce the total cost of textures to the sim due to the smaller
sculpt textures.
3 has the potential of significantly decreasing the size of sculpted
prim data, while increasing the quality of sculpted prims more than
any image format could.
Also:
5. With or without any of options 1, 2, and 4, use the high six bits
from the Alpha channel as two additional bits each for X, Y, and Z,
increasing the range of each coordinate from 8 to 10 bits (0..1024
instead of 0..256).
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