02-01-2006 07:01
From: someone
A 2 for the price of one proposal, of course one part of the other could be good, but both features are things which might make texturing better.

Firstly a no-repeat to allow single decals to be placed without needing a massive texture which is mostly alpha. With a background colour being selectable, and/or transparency (with max 100%), the texture would be offset on the face with the UV sliders (annoying as they are when doing fine adjustments).

To be honest, I admittedly haven't seen this done elsewhere, but given the nature of SL it seems like a good idea for inclusion, usually a video card prefers fillcolor OR texture (which it repeats), not both. So I can't suggest any motheds as I'm no DirectX programmer.

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Also inthe middle of these 2 ideas I'd like to request that textures uploaded get original dimensions uploaded and stored to keep image perspective, my textures getting stretched is becoming an annoying problem. Which would be nicely fixed by both these ideas.

eg a "computer screen" which displays a series of pictures, but these pictures don't all have to be the correct ratio or stretched, portrait pictures would have black in the space not filled and texture dimensions would be adjusted to stored image dimensions to keep perspective correct. All scripted of course, but still would be nice as repeating textures can be ugly for some things.
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For UV functions, with the taxes on texture uploads making people more likely to improve real-estate by splitting up thier images for animated textures or other applications, into "UVs", maybe you can set on upload a texture's UV splits, or set it when applying the texture toa surface, then maybe be able to show just one cell via the UV cutting., which would be handy with the above idea. Instead of using the entire texture, it would show one part as a decal, and could allow for the decal to be animated via llSetTextureAnim()


Discuss, any suggestions or ways that this could be done added here, maybe help me adjust the proposal.