I would really appreciate the addition of one more decimal place of precision in texture repeats. Right now, the entry box only allows 2 decimal places, and sometimes a little bit less (I'll find my numbers "changed" for me, rounded to a nearby value). That may seem like enough, but when trying to make a texture span a complex set of faces, often it's not. This means that the textures repeat in a non-seamless manner, which can be kind of ugly.
For an example, try making an octagon out of 9 pieces: a square in the center, a cross of 4 rectangles, each sharing a side with the central square, and triangles in the corners. A little trig will be necessary to get the shape to be a regular octagon. Now try spanning a single texture across it. There's just not enough precision in the repeats to avoid nasty seams. It's not even close.
It's especially confusing to me that we get 3 decimal places of precision in offsets, but only 2 in repeats.
This lack of precision is especially aggraviting with the new planar texture mapping feature. I love this feature, it's exactly what I've been wishing I had in a lot of projects I've done in my time in SL... but it's aggravatingly broken by the lack of precision available in the texture repeats, which become "repeats per meter" for planar-mapped faces. Try this:
1. Create a 10x10x10 box.
2. Set one face to planar mapping.
3. Try to get exactly half a repeat of the texture on the entire face.
You'd want a value of 0.05 repeats per meter -- that's one repeat for every 20 meters. If you enter this value in, it'll work for a moment... but poke the offsets, and you'll find the repeats "snap" to 0.06. Like some of the settings in the Object tab, you can set it, and it'll appear right on your system, but SL lacks the precision to accurately store the value internally, and the next time your client gets an update on the object, you'll find the value has been "rounded" to 0.06 for you. I'm not clear on why 0.05 is bad but 0.06 is good, but I imagine it's a matter of how many binary digits are allocated to the number.
This is not a contrived example. I've run into the problem twice now. Both times, I was dealing with a 20-meter wide panel, one piece of which I wanted to top-size and skew to make the shape I wanted. I didn't want the texture itself to skew, and planar mapping is made for this kind of thing... but I couldn't set the texture repeats the way I wanted them. With prims as big as 10 meters, you're right down at the limit of precision in the repeats if you want on the order of one repeat per meter on the face, which severely limits the usefulness of planar mapping.
