[sldev] Hide geometry in Sculpted-prims

Nexii Malthus nexiim at googlemail.com
Sun May 17 05:50:48 PDT 2009


The email actually looks perfectly fine to me Dale.
Hm, alpha channel of sculpties, well the problem is, there are a lot of
ideas going around about what to do with the alpha channel, Qarl wanted to
do something else with it, currently its majorly used by creators to put in
their signature embedded into the sculpty via this channel.

On Sun, May 17, 2009 at 6:54 AM, Feilen <feilen1000 at gmail.com> wrote:

> That's actually a lot better of an idea, and it would be simple to
> implement: just use any basic image editor to implement the alpha and
> remove all of the black space the 3d modeler creates. If this was
> implemented it would be likely that all plugins/modelers supporting
> would also change to generate alpha instead of blackspace.
>
>
> Dale Mahalko wrote:
> > Woohoo, GMail screwed up the monospacing AFTER it was sent, and the
> > gmail plain text mode doesn't match the formatted monospace in the
> > regular view. Sorry if that last email is incomprehensible.
> >
> > Attempted fix, though who knows what it'll actually do when I hit send.
> >
> > - Dale
> >
> >
> > On Sat, May 16, 2009 at 10:57 PM, Dale Mahalko <dmahalko at gmail.com
> > <mailto:dmahalko at gmail.com>> wrote:
> > >
> > > So you want to put a seam into the perfectly uniform mesh? I don't
> > think what you want can be done because it may break some existing
> > sculpts that do just happen to use the coordinate you mention. (We
> > can't know that without searching the assets for all sculpts ever
> > made, but it is possible.)
> > >
> > > Also using 0,0,0 for seam generation takes out eight triangles
> > around the point, which burns two rows/columns of precious triangles.
> > >
> > > +----+----+----+----+
> > > |  .'|  .'|  .'|  ,'|
> > > |.'  |.'  |.'  |.'  |
> > > +----+----+----+----+
> > > |  .'|         |  ,'|
> > > |.'  |         |.'  |
> > > +----+    O    +----+  point to 0,0,0
> > > |  .'|         |  .'|  kills eight tris
> > > |.'  |         |.'  |
> > > +----+----+----+----+
> > > |  .'|  .'|  .'|  ,'|
> > > |.'  |.'  |.'  |.'  |
> > > +----+----+----+----+
> > >
> > > Might be workable to kill just six tris, though still lots to be
> > killed per jump to 0,0,0.
> > >
> > > +----+----+----+----+
> > > |  .'|  .'|  .'|  ,'|
> > > |.'  |.'  |.'  |.'  |
> > > +----+----+----+----+
> > > |  .'|  .'     |  ,'|
> > > |.'  |.'       |.'  |
> > > +----+    O    +----+  point to 0,0,0
> > > |  .'|       .'|  .'|  kills six tris
> > > |.'  |     .'  |.'  |
> > > +----+----+----+----+
> > > |  .'|  .'|  .'|  ,'|
> > > |.'  |.'  |.'  |.'  |
> > > +----+----+----+----+
> > >
> > >
> > > I am in favor of using the unused alpha channel for seaming
> > information. This allows just two tris to be killed if the alpha for a
> > UV map point is set to zero.
> > >
> > > Alpha map: (100% is totally transparent so no need to draw)
> > >  0%   0%   0%   0%
> > >  0%  100%  0%   0%
> > >  0%  100% 100%  0%
> > >  0%   0%   0%   0%
> > >
> > > Tris map:
> > > +----+----+----+----+
> > > |  .'|  .'|  .'|  .'|
> > > |.'  |.'  |.'  |.'  |
> > > +----+----+----+----+
> > > |  .'|KILL|  .'|  .'|
> > > |.'  |    |.'  |.'  |
> > > +----+    +----+----+
> > > |  .'|KILL KILL|  .'|
> > > |.'  |         |.'  |
> > > +----+----+----+----+
> > > |  .'|  .'|  .'|  .'|
> > > |.'  |.'  |.'  |.'  |
> > > +----+----+----+----+
> > >
> > > - Dale Mahalko / Scalar Tardis (ASCII artist)
> > >
> > > (If this email looks like a jumbled mess, use a monospace font to
> > render ASCII art correctly.)
> >
>
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