[sldev] Rendering Limits

Moriz Gupte moriz.gupte at gmail.com
Thu Jun 18 08:15:29 PDT 2009


I think rendering limits are inevitable, resources tend not to be
unlimited. There will be disagreements regarding rendering
prioritizations/limits ... this is to be expected. Perhaps one
approach would be to see how much pain is inflicted on the community
if a limit is imposed. If most don't even notice it, then it's
probably a proper rendering limitation...which would then qualify as
an 'optimization'. One thing is very helpful though, and think Soft
has done some of it already, is to publish these limitations and how
it impacts rendering (must be easier for LL to initiate that than the
community). *forgive me * if this is published somewhere already, may
be share the link.



On Thu, Jun 18, 2009 at 8:53 AM, Soft<soft at lindenlab.com> wrote:
> Try creating a 128x128 sculpted prim, then link 255 of those together
> in a 16x16 grid (remove one to make 255). Then scale them down as far
> as they'll go and wear it like a badge. You should start to see some
> prims in the set vanish.
>
> On Thu, Jun 18, 2009 at 2:59 AM, Ambrosia<chaosstar at gmail.com> wrote:
>> This is news to me as well. Rendering limits? Which? I personally have
>> not noticed anything that I might recognize as a new rendering limit?
>>
>> On Wed, Jun 17, 2009 at 16:02, Harleen Gretzky<gretzky.harleen at gmail.com> wrote:
>>> Can you elaborate on what the new rendering limits are?
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