Re: [Opensim-dev] The case for greater than 1024x1024 pixel textures.

2011-11-07 Thread David Kaplan
I whole-heartedly support this proposal in whatever the solution may be - regardless if it's an issue with the viewers or the server. I don't see that have larger textures will create appreciably significant performance issues because, much like web designers, people who are competent in

Re: [Opensim-dev] The case for greater than 1024x1024 pixel textures.

2011-11-07 Thread Melanie
You are disregarding a number of factors. First, OpenGL just doesn't seem to be capable of it. Second, OS content is created by amateurs who think bigger is better, as evidenced by existing creations. For social, SL-like grids, this certainly must remain disabled even if a way is found to

Re: [Opensim-dev] The case for greater than 1024x1024 pixel textures.

2011-11-07 Thread Bo
I agree. I hope there will be grid wide option how to disable the large textures if it will be once possible. I see no reasons why create such a large assets. I would prefer users rather produce more prims than big textures on megaprims. Thats why they have 35.000 prim limit on our sims. Bo

Re: [Opensim-dev] The case for greater than 1024x1024 pixel textures.

2011-11-07 Thread Mike Chase
On 11/07/2011 09:02 AM, David Kaplan wrote: I whole-heartedly support this proposal in whatever the solution may be - regardless if it's an issue with the viewers or the server. I don't see that have larger textures will create appreciably significant performance issues because, much like web

Re: [Opensim-dev] The case for greater than 1024x1024 pixel textures.

2011-11-07 Thread M.E. Verhagen
For the textures, smaller is better, and although 3d creating programs like unity can process larger textures, these are also converted to smaller ones in the end product. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de

Re: [Opensim-dev] The case for greater than 1024x1024 pixel textures.

2011-11-07 Thread Kevin Cozens
On 11-11-06 11:53 PM, Amy Smith wrote: This is part of an effort to increase the awareness in the developer community of a longstanding need among OpenSim content creators and designers of simulator environments, for higher resolution pixel textures I'm not sure that is such a good idea. It

Re: [Opensim-dev] The case for greater than 1024x1024 pixel textures.

2011-11-07 Thread Fritigern Gothly
On Mon, Nov 7, 2011 at 5:36 PM, Kevin Cozens ke...@ve3syb.ca wrote: First, add support for scalable vector graphics. This wouldn't solve the cartoon look but would allow for things like signs and certain other images to be scaled without loss of quality to any size required. Similar

Re: [Opensim-dev] The case for greater than 1024x1024 pixel textures.

2011-11-07 Thread Kevin Cozens
On 11-11-07 12:37 PM, Fritigern Gothly wrote: Or do you mean the svg file format? I meant the SVG file format. Second, add support for a (Renderman-like?) shading language system. Yes, it would take changes on the viewer end. But how would this affect OpenSim, as it would a viewer only

Re: [Opensim-dev] The case for greater than 1024x1024 pixel textures.

2011-11-06 Thread Peter Newman
I would just like to add that there are historically technical limitations with textures over 1024x1024. I don't know about currently, but until relatively recently, there was no OpenGL implementation that supported larger textures properly. I don't know if this is still the case, however, or how

Re: [Opensim-dev] The case for greater than 1024x1024 pixel textures.

2011-11-06 Thread Nebadon Izumi
Lani This is a viewer issue and not really an OpenSimulator issue per say, it would be better taken up with the viewer devs, there are really no limitations on the server side for that limit the size of any texture, in fact the viewer also has no problem displaying larger textures, i have several

Re: [Opensim-dev] The case for greater than 1024x1024 pixel textures.

2011-11-06 Thread Dahlia Trimble
I dont believe OpenSimulator restricts texture sizes; these restrictions are in the uploader in the viewer. There are good reasons for the limits: oversize textures decrease OpenGL performance dramatically and too many large textures will quickly drop frame rates to the point where the application