[sldev] New Feature: Mute Visibility
Nicholaz Beresford
nicholaz at blueflash.cc
Fri Jun 1 07:06:22 PDT 2007
Another idea could be to just light them up fully rendered for a few
seconds on a bump.
Regarding the performance, we'll have to see if that can be done right
with object
creation as a flag and then subsequently just check that flag in the
rendering process).
Nick
Second Life from the inside out:
http://nicholaz-beresford.blogspot.com/
Able Whitman wrote:
> Rather than trying to make "visibly muted" object invisible, perhaps
> it would be possible to just make them less intrusive? I think it
> would be possible, in practice, to have the client do the following
> for such objects:
>
> * render them with just the default grey texture
> * render them at 50% transparency (or perhaps a configurable transparency)
> * do not apply any client-side llTargetOmega() effects, so they do not
> spin
> * don't pass on any "touch" events, for ad prims that hand out
> landmarks or notecards
> * don't play any sounds which eminate from the object
>
> That way you could still see the objects and avoid them while walking
> / flying, but at least they wouldn't be as annoying.
>
> One possible downside I can see is that the list of "visibly muted"
> objects could grow to be quite large, and it might become a hinderance
> to rendering performance to check objects against this list. Of
> course, one must not optimize prematurely, so perhaps this won't be a
> problem. :)
>
> I don't have a lot of familiarity with the rendering pipeline, but it
> seems like the client constructs a list of all objects that are within
> the view distance. Perhaps it would be possible to modify the code
> that caches texture and rotation information from the server such that
> it marks an object as "muted" just at the time the object is added to
> the list, instead of special-casing the rendering of a "muted" object
> at every frame that is rendered.
>
> The more I think about it, the more I like the idea of being able to
> "visibly mute" objects.
>
> --Able
>
>
> On 6/1/07, *Tateru Nino* <tateru.nino at gmail.com
> <mailto:tateru.nino at gmail.com>> wrote:
>
> Physics and collisions all hapen at the server, I believe, so I don't
> believe the option to affect third-party tangibility is practicable.
>
> Nicholaz Beresford wrote:
> >
> > I guess from the gut I'd also say to not extend that
> > on the avatars. But with objects, I guess a combination
> > of invisible and and phantom would be an interesting
> > thing (dunno if that's possible from the viewer alone).
> >
> >
> > Nick
> >
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.secondlife.com/pipermail/sldev/attachments/20070601/de595a24/attachment.htm
More information about the SLDev
mailing list