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planar texture but no plane prim

Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-14-2006 21:52
Having to use prim torture to get flat planes is annoying. When is SL going to get a PROPER plane (2 sides only) prim?
Spuds Milk
Registered User
Join date: 28 Sep 2004
Posts: 94
03-25-2006 01:05
Wouldn't that be a particle? Though I suspect having 2d objects in 3d world causes all sorts of difficulties
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-25-2006 01:11
No, a 2-sided 3D plane--no thickness. SL's particles are 1-sided planes but Active Worlds 4.1's particles can be 1-sided (sprites/facers), 2-sided (specific rotation), or 3D models. AW can also do 1- and 2-sided polygons. 3D apps/modellers do planes JUST fine. SL doesn't--oddly.
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
04-15-2006 19:46
It would probably mess with physics way too much for them to consider it (at least in the immediate future). Its very likely that LL has structured the SL code in such a way that the modeling system is heavily coupled with Havok - which may be why they're having so many problems porting to Havok 2/3.

A plane primitive would have no volume (height*width*0 = 0) and therefore an undefined density (density = mass / volume).
==Chris
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-15-2006 23:29
A plane can still have density; just because it would be flat doesn't mean it couldn't be given some arbitrary density proportional to its size.
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-15-2006 23:32
Aww, c'mon. This must have been covered, like, three times in the past couple of months.

There's no good reason for it other than billboarding, which would be better implimented on particles.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-15-2006 23:44
No, it wouldn't, since particles always face the camera while a true plane would not. Particles also can't last more than 30 seconds, while a true plane prim could last indefinetly.

Yes, planes have been discussed before but, while it would be nice to be able to simply not render parts of a block prim, it still requires specifically setting 5 of 6 cube sides to not render instead of just being able to rez a 2-sided prim initially.
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-15-2006 23:47
I guess, of all people, I can't complain about your laziness.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-16-2006 00:11
Laziness? Have you looked at the creatable objects lately? The "wedge" is just a tapered/sheared box. The "pyramid" is just a tapered box. The "half-cylinder" is just a cut cylinder. The "cone" is just a tapered cylinder. The "half-cone" is just a tapered, cut cylinder. The "hemisphere" is a cut sphere.

Even if a "plane" was just a box with 5 sides automatically set to be nonrenderable would suffice. I don't necessarily agree with having a completely transparent side be nonrenderable since that would most likely negate touch/collision events, etc. Active Worlds has an explicit "visible" action command:
From: someone
Usage

visible [name] flag

Description

The visible command makes an object either visible or invisible. All objects are visible by default. When an object is invisible, it cannot be seen nor clicked on by users. However, it can still be bumped. Thus, a common use for the visible command is to plant invisible "trigger" objects in a world that trigger certain actions (web pages, sounds, etc.) when a user walks over them.

Note that the Activate trigger will not work with an object which has been made visible off and also that surfaces which are invisible by design or hidden by a texture mask can not be made visible by using visible on which is intended rather to reverse the effect of the visible off action.
...
...separate from transparency (which AW doesn't have an action command for).
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-16-2006 00:20
From: Eep Quirk
Laziness? Have you looked at the creatable objects lately? The "wedge" is just a tapered/sheared box. The "pyramid" is just a tapered box. The "half-cylinder" is just a cut cylinder. The "cone" is just a tapered cylinder. The "half-cone" is just a tapered, cut cylinder. The "hemisphere" is a cut sphere.
And yet, oddly, no button for the prism prim. The buttons could do with a total overhaul, I don't see any problem with putting in a button that makes a 'plane' like you suggested in your last post if/when that happens.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-16-2006 00:24
From: AJ DaSilva
And yet, oddly, no button for the prism prim. The buttons could do with a total overhaul, I don't see any problem with putting in a button that makes a 'plane' like you suggested in your last post if/when that happens.
Prism is the 4th button between the pyramid and cylinder. Again, the problem with a 4-/5-sided transparent box plane is described above.
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-16-2006 00:32
From: Eep Quirk
Prism is the 4th button between the pyramid and cylinder. Again, the problem with a 4-/5-sided transparent box plane is described above.
Oh yeah, so it is. Odd having that as a pyramid and the one that looks like the prism actually a cube.

I'm not really getting what you're saying about the problem with transparent sides, sould you explain it in another way?
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-16-2006 00:45
From: AJ DaSilva
I'm not really getting what you're saying about the problem with transparent sides, sould you explain it in another way?
It's described in the "discussed before" link above...
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-16-2006 00:48
From: Eep Quirk
It's described in the "discussed before" link above...
That's not exactly "discribed above". Still, I don't remember any problems with it in that thread. Any chance you could point me to the right post or describe it quickly for me?
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-16-2006 01:14
From: AJ DaSilva
That's not exactly "discribed above". Still, I don't remember any problems with it in that thread. Any chance you could point me to the right post or describe it quickly for me?
"Described above" in the "discussed before" link. You really just need to read the thread to understand why.

Argent Stonecutter was the main proponent of 100% alpha (transparent) surface culling. However, he incorrectly assumed plane object poly counts. A plane is single- or double-sided a 4-vertex, 2-/4-polygon panel. A 6-sided cube has 12 polygons. A "plane cube" would have the same sides/polys but SL doesn't allow cubes to be completely flat (0 thickness).

SL still renders 100% transparent sides/prims/objects. If SL stopped doing this, such things wouldn't be affected by touches/collisions (unless they were explicitly coded to, like Active Worlds' "visible" command still allowing collisions--but this can be circumvented in the object by making it a nested clump, if I remember correctly).

A plane prim would just be easier to work with than having to worry about making sides 100% transparent, flattening cubes fully (which wouldn't be a bad idea for a 2-sided plane at least), etc. Perhaps a compromise: a separate 1-sided plane prim and, for a 2-sided plane, a completely flat cube.
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-16-2006 01:21
I was in the thread... and I was in the "culling 10 tris isn't worth it" group. Thought maybe there was something more to it I'd missed, guess not.

Useful little thing in case you don't know: set prim to sphere, set dimple to .49 beginning .51 end, set prim to cube, set z size to 0.01 - makes a really really flat cube (so flat you have to zoom right into it to get the sides big enough to even render a line of pixels.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-16-2006 01:36
From: AJ DaSilva
I was in the thread... and I was in the "culling 10 tris isn't worth it" group. Thought maybe there was something more to it I'd missed, guess not.

Useful little thing in case you don't know: set prim to sphere, set dimple to .49 beginning .51 end, set prim to cube, set z size to 0.01 - makes a really really flat cube (so flat you have to zoom right into it to get the sides big enough to even render a line of pixels.
Quite aware of it; not fully flat. You're missing the point about a plane, it seems...and I tire of trying to explain it to you. Quit being a troll.
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-16-2006 01:40
Okay; I can't understand a word you say, you can't undertand a word I say. Fair enough.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-16-2006 01:42
From: AJ DaSilva
Okay; I can't understand a word you say, you can't undertand a word I say. Fair enough.
Um...yea. Perhaps you just need sleep. I understand you fine; you just don't make much sense. :P
Warda Kawabata
Amityville Horror
Join date: 4 Nov 2005
Posts: 1,300
04-26-2006 05:07
From: Eep Quirk
A plane can still have density; just because it would be flat doesn't mean it couldn't be given some arbitrary density proportional to its size.


Umm, your understanding of basic physics is different from mine. A plane by definition can't have a density, and in any case, density is not and has never been proportional to size in any way.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-26-2006 05:13
From: Warda Kawabata
Umm, your understanding of basic physics is different from mine. A plane by definition can't have a density, and in any case, density is not and has never been proportional to size in any way.
I said a plane COULD have density if GIVEN an ARBITRARY density... SL is a VIRTUAL environment where SIMULATED physics can be improved/tweaked/enhanced/changed/altered/messed with...
Whinge Languish
Filthy Vermin
Join date: 23 Aug 2005
Posts: 14
04-30-2006 06:46
From: AJ DaSilva
I was in the thread... and I was in the "culling 10 tris isn't worth it" group. Thought maybe there was something more to it I'd missed, guess not.

Useful little thing in case you don't know: set prim to sphere, set dimple to .49 beginning .51 end, set prim to cube, set z size to 0.01 - makes a really really flat cube (so flat you have to zoom right into it to get the sides big enough to even render a line of pixels.


I'd actually never heard of this before and found it immensely useful; I kept getting frustrated with being unable to make things flat enough on jewelry and such. *claps*