[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.
More information about the SLDev
mailing list