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
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
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
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
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.
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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
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
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
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
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
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
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