[sldev] Re: New Sculpty Features
Felix Duesenburg
kfa at gmx.net
Fri Jul 18 05:51:46 PDT 2008
Karl Stiefvater wrote:
> 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.
Well, one could also argue that it saves the uploader 10L and the
downloading client a handful bytes if you wanted to use both versions
with only one texture, e.g. in objects with mirrored parts. Seems like a
small matter at first sight, but maybe someone could come up with some
perspicuous use cases.
Felix :)
>
> 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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