[sldev] Re: Why does the simulator do object culling for clients?
Douglas Soo
doug at lindenlab.com
Wed Jul 18 10:48:06 PDT 2007
Actually, objects diappearing when you're near them may be due to a client
side culling issue. Moving the camera shouldn't generally cause objects to
be unsubscribed - camera position and direction is used for determining
which objects to subscribe to first, but for the purposes of
unsubscription, I believe that only your avatar position is used.
The subscription and unsubscription logic needs a lot of work, and will
likely eventually be moved to be viewer-side. I leave it as an exercise
for the reader to figure out what the optimal strategies for this are. :)
- Doug
--On Wednesday, July 18, 2007 12:37 PM -0500 Argent Stonecutter
<secret.argent at gmail.com> wrote:
> On 18-Jul-2007, at 12:10, Douglas Soo wrote:
>> The ObjectKill message is a message that is sent when your agent on
>> the simulator has decided to unsubscribe to an object on the
>> simulator. The primary reason why it needs to be send is that once
>> your agent on the simulator isn't paying attention to objects, it
>> won't send further updates to the viewer, which will cause lots of
>> interesting artifacts in the case of objects that change when you
>> aren't subscribed. In particular, moving objects can cause quite a
>> headache (ghosting, etc.) - so the correct behavior is to cull the
>> object from the viewer completely.
>
> Interesting. This explains the problem where objects vanish while you're
> cammed in near them, because the subscription list is based on your
> physical position rather than your camera position. I was thinking that
> letting the client handle the *un*subscription would alleviate this
> problem, but obviously it's more complex than that.
>
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--
Douglas Soo
Studio Director
Linden Lab San Francisco
doug at lindenlab.com
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