[sldev] Hide geometry in Sculpted-prims

Tigro Spottystripes tigrospottystripes at gmail.com
Sun May 17 16:22:33 PDT 2009


how about doing it similarlly to how frame based texture animation
works, but having aditional data on the frames after the first, and
using the first frame's RGB for sculpty, and the rest, including the
alpha of the first frame, for additional data?

Dale Mahalko escreveu:
> Ahem, so the problem is that people are limited to just four
> two-dimensional arrays of R G B and Alpha. It appears that what are
> needed are more 2D arrays but the image interface is already maxed out
> with the current implementation, and Alpha is being used by people for
> undefined purposes because it currently has NO defined purpose.
>  
> Expansion is needed for more 2D arrays and more data storage, but this
> is going to break the ever so simple and clever concept of sculpts as
> RGB maps. Probably because it is too simple and clever to really be
> practical in the first place.
>  
> What image formats allow additional hidden 2D arrays not used for
> image generation? So we need a Beta channel, on up to Zeta, or
> whatever. Maybe it's time to drop the "image" concept and go with a
> new "variable size 1D array of 2D arrays" data format, with each 2D
> array compressed with lossy wavelet compression where practical.
>  
> I fully realize I am trodding on Phillip Rosedale's baby here so I
> don't expect any sort of positive reception of this discusion. :-)
>  
> - Dale
>
>


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