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Building & Polygons

Shadow Weaver
Ancient
Join date: 13 Jan 2003
Posts: 2,808
04-21-2003 10:10
I know this has been addressed on occasion and I myself have asked on several occasions about the use of true Boolean Operations. I understand about the poly count and how making complex objects drag down the server. The Question I have at hand now is this.

Once an object say a Chair for Instance has been created and linked together as one why can that particular set of objects not be converted to ONE massive object and reduce the number of poly counts that would lag the servers?

I like to build and make things by hand so to speak and dont like to use the "Simple" method of painting a .tga graphic and placing it on a box. I guess where I am going with this is will there be any upgrades to the methods of building allowing for more extensive creativity of Objects.

I have built a Dinning room set with chairs and placed them in the SuperStore. They are not very complex building by no means but if several people bought them in one sim it might create lag that was mentioned previously in a Thread related to Lag. This would be a negative for me due to all my future ideas on Furniture and Home accents would die out rather quickly due to the Items I plan to produce would be build/object extensive.

Any help on this???

ShadowWeaver
Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
04-21-2003 10:25
First: "and dont like to use the "Simple" method of painting a .tga graphic and placing it on a box"..... creating good textures, that look nice and give the illusion of a more complex shapre are much harder than just creating an object all without textures. It should in no way be refered to as the 'Simple' way in comparison to straight building.

Second: How many primitives is your set?

Third: My understanding of how everything works is far from complete, and possibly totaly inaccurate. However as I understand it the basic shapes used are those inatly supported by Open GL. Open GL has all the methods, tricks etc. for displaying these shapes as fast and efficiently as possible. Turning combinations of these shapes into one massive, irregular shape will not, as I understand it, improve performance. But rather the opposite.