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The ability to do subtractions or voids to primitives.

Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
10-14-2004 22:09
Well the number isn't exactly hardcoded. The range for number of polygons is. Distance to object, Object Detail (on of the sliders in the preferences) and object size both effect how many polygons are used in the mesh. Being someone who delights in torturing prims i can attest to the fact that tortured prims rarely have more polygons then happy regular prims.

We should just ask for mesh. I think an offline mesh editor (free please) then make it so only mesh size and texture can be changed in sl. I think by doing it this way it will reduce the number of mesh in SL and also make building an optimized format for storing and transporting them manageable. There should be up to 9 texture faces allowed on a single mesh. Mesh should functions just like primitives and all primitive functions should work on them. Since mesh couldn't be changed mesh could be kept cached by the client indefinitely.

I just love righting standards that will never be used :D
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Nekokami Dragonfly
猫神
Join date: 29 Aug 2004
Posts: 638
10-17-2004 18:09
It's interesting hearing the technical issues, as I'm just learning about 3d rendering.

Void objects would give me caves, something I'd really like to have (as the owner of a very steep bit of hillside). I'm not sure I'd get them as easily from mesh (though the roof of my cave would be more realistic looking than the dome I'm using now).

But I'd like to have both, if possible. I can think of several uses for mesh objects, and I'm still a relative newb.

AFTER the current instability issues are addresssed. :)

Neko
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