[sldev] New Feature: Mute Visibility

Alvargi alvargi at hotmail.com
Fri Jun 1 07:37:32 PDT 2007


Rob Linden has talked about clients on low-end and mobile client devices,
where reducing bandwidth or tuning what information is sent to the client
based on device or network capabilities is a key consideration. A 100%
client-side mute feature would also concern those aligned with the more
commercial aspects of SL. (like the ability to mute commercials on
television). I can also see where muting content based on its rating or
other privacy flags could be a valuable tool in resolving some of those
issues.  You can easily make an "invisible" prim today and place it in the
middle of the road (so to speak).  

 

My point is that this particular feature has much broader implications and
really should involve the sim/server side.

 

Best,

Alvargi

 

 

  _____  

From: sldev-bounces at lists.secondlife.com
[mailto:sldev-bounces at lists.secondlife.com] On Behalf Of Able Whitman
Sent: Friday, June 01, 2007 7:25 AM
To: Nicholaz Beresford
Cc: sldev at lists.secondlife.com
Subject: Re: [sldev] New Feature: Mute Visibility

 

The only problem I see with that is that you wouldn't be able to see them
coming. My personal feeling is that having random objects appear in front of
me after I run into them is almost as bad as seeing spinning ad prims in the
first place. Plus, not all such objects are small enough to fit on a 16sqm
parcel; some ad prims are actually quite large. 

--Able

On 6/1/07, Nicholaz Beresford <nicholaz at blueflash.cc> wrote:


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/

 

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