[sldev] [VWR] SVG (Was: What about Dillo)

Argent Stonecutter secret.argent at gmail.com
Tue Nov 6 09:58:46 PST 2007


I see several ways to handle this.

1. SVG as a texture type. This requires a new asset type or a new  
format for textures.
2. SVG applied to a texture. This would be a scripted operation that  
would modify a texture by applying an SVG layer to it in the client,  
baking a new texture with a new client-local ID that would be used  
instead of the original UUID but only _for that prim_.
3. SVG applied to a prim face, by baking a new client-only texture  
replacing the texture on that face.
4. SVG applied to a prim face, by baking a new client-only texture  
modifying the texture on that face.
5. SVG applied to a prim face, by baking a new client-only texture  
overlaying the texture on that face.
6. SVG applied to a prim face in real-time, overlaying the texture on  
that face.

Number 1 would allow for static SVG only, no scripting, but SVG  
tattoos, particles, sculpt textures, and clothing.
Number 2 would allow for static scripted SVG that could be updated by  
reloads, and should allow the use of SVG to modify sculpt or animated  
textures and particles.
Numbers 3-5 would be similar to #2, but possibly easier to implement  
on the client, and only apply to prim faces.
Number 6 would allow dynamic SVG, but only on prim faces.

Numbers 1-4 would have less overhead on the client for most  
situations, with 5 only slightly slower.
Number 6 would probably have to be limited to something like the N  
closest prims.

Number 1 wouldn't really solve the original problem.

Numbers 5 or 6 would allow for animated textures or texture swapping  
behind the SVG, but would require a new layer on the prim.

I kind of prefer #2, followed by #4.



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