[sldev] 3D mesh support, vs lossless compressed sculpts
SignpostMarv Martin
me at signpostmarv.name
Thu Mar 19 22:37:15 PDT 2009
If user-created meshes had skeletons, doesn't that mean that
llRequestPermissions(lllGetKey(),PERMISSION_ANIMATION); would allow
people to use BVH to animate a mesh ?
~ Marv.
Dahlia Trimble wrote:
> There must be some support for skeleton or morph animation of meshes
> in the viewer as the avatars use those techniques. I have no idea if
> they could be applied to other meshes.
>
> On Thu, Mar 19, 2009 at 5:54 PM, SignpostMarv Martin
> <me at signpostmarv.name <mailto:me at signpostmarv.name>> wrote:
>
> Didn't I read something about the possibility for sculpties to be
> animated/manipulated with shader language code ?
>
> How would arbitrary meshes be animated/manipulated ?
>
>
> ~ Marv.
>
> Dahlia Trimble wrote:
>
> One advantage sculpts have is they require little or no
> modifications to the SL asset storage/distribution model. I'm
> not sure how other mesh storage methods would fit into this
> model, but I suspect some modifications would be required.
>
> One problem I have with sculpties is the lack of precision for
> the vertex elements as a result of quantifying them to 8 bit
> integers to convert them to a color. Another is the need for
> square or rectangular arrays of vertices which makes some
> techniques of free form mesh modeling difficult or impossible
> as arbitrary polygons cannot be added or deleted.
>
> Still, I am impressed with the cleverness of sculpted prims
> and although I do share your desire for more flexible means of
> designing meshes for SL, I am grateful that sculpties exist
> and are being improved upon.
>
> On Thu, Mar 19, 2009 at 4:53 PM, Dale Mahalko
> <dmahalko at gmail.com <mailto:dmahalko at gmail.com>
> <mailto:dmahalko at gmail.com <mailto:dmahalko at gmail.com>>> wrote:
>
> It occurred to me recently that LL's reasoning for not
> supporting
> raw 3D meshes as a prim type is basically invalid, what
> with how
> SL functions right now.
> The whole premise behind sculpted primitives was the
> idea that
> wavelet/JPEG lossy compression could be used to store "organic"
> shapes that don't have a very definite shape or form. The lossy
> wavelet compression of the RGB map allows the data size to stay
> very small on the asset server, and that this could not work if
> applied to storing and rendering mesh data.
> However, that whole argument was thrown out the window
> after
> people kept demanding precision in sculpted shapes, and
> some time
> ago someone at LL said "Okay, FINE, we will allow the option of
> lossless compression for RGB sculpt-map uploads" and
> support for
> this lossless uploading has been added into the viewer.
> So, uh, if lossless compression of sculpted
> primitives is
> permitted, doesn't that mean that there could equally be
> support
> for lossless compressed 3D mesh uploads, like traditional 3D
> editors use?
> There apparently isn't really any reason to prevent
> mesh uploads
> anymore, at least as long as the meshes are very small and
> simple,
> and the largest uploaded mesh byte size is equal to or smaller
> than the most randomized, incompressible compressed sculpt-map.
> Allowing use of small meshes would be more
> efficient for the 3D
> renderer anyway. Since sculpts have a fixed number of
> triangles,
> if your model does not need the triangles for detail then they
> need to be "bunched up" into a pile to get them out of the way,
> possibly tucked inside the model so they don't show. But these
> unnecessary bunched up triangles are still being processed
> by the
> 3D renderer whether or not they are needed.
> LL's own sample sculpt maps demonstrate this problem,
> like with
> the S-shaped sculpt that has a ton of prims scrunched up on
> it, and which could drop 50% or more of the triangle faces
> on it
> and still look good.
> So sculpted prims actually add to 3D scene rendering
> lag and
> contribute to a lower framerate and poor performance
> because they
> do not and cannot "turn off" unneeded triangle faces, vs a mesh
> which just simply would not include any more detail
> triangles than
> the mesh actually requires.
> But there seems to be major LL heel-dragging
> against implementing
> actual 3D mesh support and making models a heck of a lot
> easier to
> build in external editors, vs the arcanary of sculpts that very
> few people understand or can use effectively to reduce prim
> usage.
> So, I am not expecting this post will change anything.
> But oh
> well, I thought I would bring up this small detail for
> discussion.
> The sldev list has been pretty quiet lately anyway.. ;-)
> - Scalar Tardis / Dale Mahalko
>
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