Compromise on the default texture...?
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Resuna Oddfellow
Registered User
Join date: 19 Sep 2005
Posts: 13
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11-23-2005 05:46
Here's an idea for a compromise on the default texture...
If the object is phantom (or effectively phantom, like a tree or a particle or an attachment on an avatar) then you can't run into it.
So use the old default texture for these objects, so particles don't look like a borg fleet, and you don't rez in looking like a crash test dummy, and you can see where you're going in a forest or garden.
How about it?
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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11-23-2005 08:50
I would certainly support that idea. If you can't touch it, use the old texture.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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11-23-2005 10:08
<aol>Me Too</aol>
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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11-25-2005 00:42
*stamp of approval*
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Nicole David
Furniture Queen
Join date: 7 Sep 2005
Posts: 134
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11-27-2005 10:36
i hope you mean the loading texture not default texture
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Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
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11-27-2005 10:51
Im not even sure if this can be done, if it is it would probably have to be client side, with the viewer, analising every single object in the view distance and checking its phantom state, then applying the correct texture to it, and rezzing is already cpu intensive as it is
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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11-27-2005 20:28
From: Nathan Stewart Im not even sure if this can be done, if it is it would probably have to be client side, with the viewer, analising every single object in the view distance and checking its phantom state, then applying the correct texture to it, and rezzing is already cpu intensive as it is The client is already examining every object in the view and getting from it the geometry, the texture key (since it doesn't know it's going to use the loading texture until it's determined that key's not in the cache), alpha and color (since the loading texture shows up with the right color and transparancy) before it ever displays anything. That's 128 bits for the texture key, 32 bits for the alpha/color, and however many bits in the packed prim data. Checking one more bit that's probably already bundled in the prim data and using it to index a two-element array isn't going to be measurable.
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Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
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11-28-2005 02:59
From: Nicole David i hope you mean the loading texture not default texture yes they do. in builder-speak, "default texture" means "wood", but in LL-speak, and recent 1.7-related-speak, "default texture" means "the default texture to use when the real one is not yet available" or, in other words, "loading texture".
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