[sldev] Rendering Limits
Soft
soft at lindenlab.com
Thu Jun 18 07:45:30 PDT 2009
I'll attach the diff. It addresses cases where baddies were creating
attachments tuned to lag out viewers with wild vertex counts. With the
necklace for VWR-13868, view it in wireframe mode or turn on
render->info displays->sculpt to see why it's a really unusual asset:
at the typical resolution and view distance, it's going to have like
30 faces per pixel. It's literally got more polygons than both teams
in a typical console basketball game.
If anyone is really attached to affected assets and wants to
contribute an alternative patch, it might be possible to do something
like dropping LOD on sculpts and tori when a set is wildly expensive.
I think more time didn't go into that because the few non-griefer
assets we were given were overkill for a space the size of a room, let
alone as an attachment. There are many more tasks requiring graphics
dev time, which affect more resis.
On Wed, Jun 17, 2009 at 9:02 AM, Harleen
Gretzky<gretzky.harleen at gmail.com> wrote:
> Can you elaborate on what the new rendering limits are?
>
>
> On Wed, Jun 17, 2009 at 9:35 AM, Kent Quirk (Q Linden) <q at lindenlab.com>
> wrote:
>>
>> rendering limits where we never had them before
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