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Lostmedia Ares
Drinking tea
Join date: 6 Sep 2006
Posts: 290
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03-31-2008 10:33
Hi all  Ok this should be simple enough to work out ..but i just can't get the balance . Heres the thing ... lets say i want to display a texture ... and i want it to be seen from all angles .... I can ether put it in a rotating prim so it rotats and can be seen or i can use a particle script and use the UUID of the texture i want to display and it will allways be facing the avatar walking by... both have the effect im looking for .... but of the two methods ... which one would creat the most lag or infact load slower ? As far as im aware ... All particle render effects are client side and have no real draw on sim performance ... is this correct ? Any help here would be good help Thanks guys / girls 
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Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoetnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a toatl mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
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03-31-2008 10:36
Some rotation is also client side (I believe non-physical llTargetOmega is)
The 'holo-image' particle thing is used often, and I can't imagine it causing any noticable lag unless you've got it set up really weird (Just set the life of the particle to really long, and have it not moving o.o)
Rotation can look a little odd when client-side if the object is selected, because the object never actually moves, causing that 'jump-back'.
However, physical rotation would probably cause more lag than the holo-particle thing, and that's server side.
ETA::
I'd say the particle method is probably least laggy, however if someone has particles turned off due to low graphics capability, or there are too many nearby particles, the particle version may not be seen at all.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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03-31-2008 10:39
If you mean having a script which actually physically rotates the prim to point towards the nearest av, based on a sensor - yes, that would be a lot worse than a static particle dropper (though probably not that appalling, unless you have some sort of ultra-rapid sensor running, which you don't need).
In general I would use the particle dropper, as it will work for _every_ viewing agent rather than just the closest one and is less resource-intensive, but unless the sim is already rather overloaded, the moving board would not be disastrous and might be more entertaining.
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Lostmedia Ares
Drinking tea
Join date: 6 Sep 2006
Posts: 290
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03-31-2008 11:31
Ok Great ... thanks guys ... answers my question 
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Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoetnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a toatl mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
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Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
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03-31-2008 11:32
use LLtargetOmega(rotation) like particles the effect is a client side prim property, it is asyncronous and very low traffic. but particles slow down a client more than a rotating prim.
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
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03-31-2008 11:33
From: Ollj Oh use LLtargetOmega(rotation) like particles the effect is a client side prim property, it is asyncronous and very low traffic. but particles slow down a client more than a rotating prim. Would a single particle slow it down more than a single rotating prim though? I'm unsure =/
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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04-01-2008 10:52
From: Ollj Oh use LLtargetOmega(rotation) like particles the effect is a client side prim property, it is asyncronous and very low traffic. but particles slow down a client more than a rotating prim. How did you measure that? A rotatiing prim requires 3D rotational comptulations (plus possibly reflection and shadow rendering). A particle requires computations for position and scaling. Once the particle texture is cached, I wouldn't expect there to be much difference between a particle or two and a non-physical llTargetOmega(). Loads of particles will certainly be more costly, but probably not a couple of them used for a display.
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