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Texturing not as advertised

Janet Starr
Registered User
Join date: 20 Jun 2006
Posts: 13
07-15-2006 14:41
Hi I am a new player and I am really enthused about building and texturing and have read all the excellent in world tutorials (thanks Robin Sojourner et al!) :)

but....

There is a big problem.

I have been following the advice to make one texture span multiple prims and use offsets and repeats to lay them out on the prim. This is to save download time and to make everything work faster for everyone. Yay!

Unfortunately this DOESN'T WORK! :-(

I have been playing around with this for weeks and no matter what sim I am in or what conditions of lag or whatever, my offsets and repeats keep getting automatically rounded down to the nearest 2 digits!

This advice to use one texture for multiple prims doesn't work for even the simplest things unless there is at least 3 digits of accuracy.

My question is, has this EVER worked? or is this advice just outdated?

Should I go back to using multiple textures (one for each little prim?)

I have gone through a couple of updates already and this rounding down to 2 digits is pretty consistent the whole time and in all conditions. Should I keep on trying to be efficient? or is this just the way things always are and this will never work?
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
07-16-2006 13:44
This reminds me of Julian Fate's Texture Zones tutorial.

Asking about this...
_____________________
Runitai Linden
Linden Lab Employee
Join date: 29 Aug 2005
Posts: 52
07-17-2006 09:32
Texture scale, offset, and rotation are stored at 16 bits per component. Scale values range from 0 to 100, meaning scale values will have an error of 0.0015. Offset values range from -1 to 1 with an error of 0.00003, so this is likely a bug in the UI.

I'll pass this on to QA and get the problem verified.