[sldev] Re: New Sculpty Features
Karl Stiefvater
qarl at lindenlab.com
Wed Jul 16 18:16:18 PDT 2008
ok - but i still feel like this falls under the category of
"convenience" and not "efficiency", right?
all the rotate buys you is a quick fix for when your sculpt exporter
isn't smart enough to generate the right map. i'd argue that you
merely fix the exporter, and leave the low-level interface as minimal
as possible.
K.
On Jul 16, 2008, at 6:08 PM, Strife Onizuka wrote:
> I seem not have been understood by anyone. Time for a second crack
> at it.
>
> It has to do with the stitching for cylinder and sphere types. On the
> cylinder it stitches the left to the right, and on the sphere it also
> pinches the top and bottom edges. What I'm advocating is a way to have
> it instead stitch the top and bottom to each other, and do the pinch
> on the left and right. For the other two sculpty types it doesn't
> matter if they are rotated because the edges are all handled the same.
> There are two ways of dealing with this, either implement a ROTATE
> flag or add new sculpty types that have that stitching, the results
> will be the same.
>
> Strife
>
> On Tue, Jul 15, 2008 at 11:54 PM, <kelly at lindenlab.com> wrote:
>>> A PRIM_SCULPT_FLAG_ROTATE flag is a really good idea, that or
>>> PRIM_SCULPT_TYPE_SPHERE_OTHER and PRIM_SCULPT_TYPE_CYLINDER_OTHER.
>>>
>>> Strife
>>>
>>
>> Pardon my naivete (I'm not an expert on sculpties at all) but ...
>> how is
>> rotating a sculpt texture different from rotating the actual prim?
>>
>> - Kelly
>>
>>
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