[sldev] Hide geometry in Sculpted-prims

Dahlia Trimble dahliatrimble at gmail.com
Sun May 17 16:39:06 PDT 2009


How about just putting the text of a .obj file into a notecard and using
that? It would be compatible with the current asset system.

On Sun, May 17, 2009 at 4:22 PM, Tigro Spottystripes <
tigrospottystripes at gmail.com> wrote:

> 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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