[sldev] [VWR] What about Dillo

Lawson English lenglish5 at cox.net
Tue Nov 6 22:14:06 PST 2007


Argent Stonecutter wrote:
> On 06-Nov-2007, at 18:16, Lawson English wrote:
>> I'd worry about that because "how many?" and "what size?" needs to be 
>> answered. "None" seems the easiest answer. Argent seems to think that 
>> realtime layering of svg over a prim would be difficult,
>
> Compared to just hacking in an extra compositing step when 
> transferring textures into OpenGL, sure. I didn't mean it would be 
> technically hard, but it wouldn't be a minor change.
>
>> but I think it wouldn't be that hard. No harder than handling 
>> llSetSVG, as an upgrade to llSetText.
>
> That sounds like you're thinking of a simpler problem.
>
> llSetText creates a 2d sprite, and one that's only visible over a 
> short distance. I'm thinking about something you'd use to create signs 
> you could see out to draw distance. Doing that efficiently, when there 
> can be hundreds of them nearby?
>
Ah, yeah. Hmmm....

Could there be an LOD for SVG on a prim? Seems to me that if its a 
hard-coded texture, a lot of the utility of SVG gets lost, but I could 
see a need to limit the revectorization to only a few possible 
distances. Certainly, you wouldnt' want close-up vectors and text to be 
pixilated.


Lawson


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