Would like to know how fast you can switch between 2 or more textures on a flat prim. Im sure the bigger they are, the slower the refresh time.
Geuis
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how fast can you switch between textures? |
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Geuis Dassin
Filming Path creator
Join date: 3 May 2006
Posts: 565
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09-29-2006 09:59
Would like to know how fast you can switch between 2 or more textures on a flat prim. Im sure the bigger they are, the slower the refresh time.
Geuis |
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Ralph Doctorow
Registered User
Join date: 16 Oct 2005
Posts: 560
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09-29-2006 10:02
There's a built in .2 sec delay
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Geuis Dassin
Filming Path creator
Join date: 3 May 2006
Posts: 565
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09-29-2006 10:04
ok so max 5 frames per second. Cool. Thanks.
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Aakanaar LaSalle
Registered User
Join date: 1 Sep 2006
Posts: 132
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09-29-2006 10:08
You should also keep in mind, that the .2 second delay doesn't account for time of loading or rezzing the texture..
I have an object that uses three textures on eight flat 10x10 squares.. it only sets the textures on one side for each cube.. even when gong from one texture to the next adn directly back to the first, I find i have to wait a moment for the texture to reload. |
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Llauren Mandelbrot
Twenty-Four Weeks Old.
Join date: 26 Apr 2006
Posts: 665
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Lag-Factory?
09-29-2006 10:24
Would like to know how fast you can switch between 2 or more textures on a flat prim. Im sure the bigger they are, the slower the refresh time. Oh, and if they`re too big, they WILL overflow the video RAM, and cause VRAM-lag. Please, don`t take this as a complaint as much as an advisory: Some people do avoid places that do too much of this. |
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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09-29-2006 11:56
Would like to know how fast you can switch between 2 or more textures on a flat prim. Im sure the bigger they are, the slower the refresh time. It depends how you go about it. llSetTextureAnim() can be a good way of maybe not exactly switching between textures, but rather for changing focus on a smaller subset of single image.... but if you happen to combine your textures into single picture the end effect is the same, plus there isn't no load and texture change delay. Potential drawback is lower resolution per image, but in regular situations it's not much of issue. |
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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09-29-2006 11:57
If you just want to flip back and forth between two textures, myou should construct a texture with two frames and use llSetTextureAnim. That can flip back and forth pretty much only limited by client framerate.
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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09-29-2006 19:01
my 2 cents
yes use texture animation if you can ... 1 download for the user and no grey time between images no size doesnt really matter that much on download times, jpg2k compression that SL uses cushes the files quite well... a large (not obnoxiously large) image will come out to a handfull of kb which would take litterly seconds to transfer, even over dial up but PLEASE do not use large images for everything, once they hit the clients computer they deflate which kills video ram and gpu power, work out a balance between the min detail you NEED with the smallest canvas size possible for all the images to fit in ![]() [book] in "the day" yes you could see a noticable difference when waiting for images, a 16x16 would load "almost instantly" but nowdays, with the increased overall load on the servers, its quite often the case you end up waiting for the server itself at this point it becomes a dice roll, will that 16x16 image load up before this 1024x1024? sometimes yes sometimes no, which goes back to the suggested texture animiation post(s), its only 1 image that has to be requested, qued, found, sent, read, and rendered per user (4 256x256 images is the same client stress as a 512x512 image, why wait 4x as long for the 4 images) llSetTextureAnimation has different effects and combinations, along with a much faster speed limit ... i usually stop noticing the speed increases around 16-20 fps (with sl running 30ish fps) theres also llOffsetTexture and llScaleTexture, which is slower, and is not good for animation... this way is simulator side, which basicly means each time these functions are ran it adds a blip of sim usage, texture animation is client sided, once its on its basicly a flag for the client to deal with. the advantages are, its easier to deal with, (texture animation is ALOT more fun) and you can have a bit more control with it, ie a game where you need everyone to see the next image at the same time (texture animation is totally depenant on the client, and at high speed you could see it on frame 8, and jane av behind you sees it on frame 16) [/book] Anyway, i have and could go on forever this is a subject i really enjoy ![]() |