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Follow up on textures

Landing Normandy
Proposing 4968
Join date: 28 Nov 2005
Posts: 240
10-10-2006 02:08
Re this post I asked why the textures are deformed the way that they are when using default mapping and the reply made no sense. (sorry)

I want the edges of the texture to bend inwards, I need to see the whole texture when a face is tapered, I just don't want that crease in the middle. There is a very simple way to do it with OpenGL and why would you have to break other builds? Make it a third option.

I can't do this with new textures, which I'm amazed is even suggested by a Linden because I'll need to upload 128 new textures for that (assuming this wasn't going to be used as a screen so needs a single texture) so that idea isn't too hot either.

Also, coordinates for textures? The only coords I'd need are offsets and scales, which we already have, except when using planar we can be VERY specific about the repeats per meter, but only up to 0.1 on default. I need more accuracy on that one. No network impact, it just calculates the X and Y scale figures, that's all!

Maybe I wasn't clear in my original post and I hope this makes more sense?

Cheers!
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
10-12-2006 10:57
Hey Landing, re: third option, by all means, if you have a Feature Voting Tool proposal with a lot of support, I'm more than happy to advocate it to our graphics developers including Runitai, provided they consider it technically feasible and useful. I've heard some ideas along the same lines but they never did get much of a boost in the community. It helps us prioritize that this would be useful to you and many others too when building. :)
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