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Ralph Doctorow
Registered User
Join date: 16 Oct 2005
Posts: 560
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11-28-2006 19:57
From what Phillip said, collision detection is the big problem with giant prims, so how about this?
Allow > 10M prims, but like flexi-prims, force them to be phantom, maybe just render them just on the client.
The purpose of having these would be to act as a second texture layer on objects which is out of phase with the main texture layer so surfaces wouldn't look so uniform. You can do this now, but it takes a lot of prims to cover larger surfaces, so most people don't bother, leaving SL looking completely clean and uniform. Also butting these generally mostly transparent layers together has some visual problems.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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12-03-2006 15:18
I endorse this PRODUCT and/or SUGGESTION.
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Allan Saltwater
Verified Resident of SL
Join date: 20 Oct 2006
Posts: 36
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12-03-2006 16:41
From: Ralph Doctorow From what Phillip said, collision detection is the big problem with giant prims, so how about this?
Allow > 10M prims, but like flexi-prims, force them to be phantom, maybe just render them just on the client.
The purpose of having these would be to act as a second texture layer on objects which is out of phase with the main texture layer so surfaces wouldn't look so uniform. You can do this now, but it takes a lot of prims to cover larger surfaces, so most people don't bother, leaving SL looking completely clean and uniform. Also butting these generally mostly transparent layers together has some visual problems. Why not go one stage further and permit tiling of a (possibly "smallish"  texture over a large area (effectively "carpeting" the area). The advantage with tiling like this is it reduces tha amount of data sent to the client saving bandwidth.
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