Just an FYI - this will annihilate your framerate.

Consider - the SL box mesh contorted is a minimum of 6 polies (actually in 
reality it's in the hundreds because of the extra points for lighting). That 
means your scene polycount is at minimum *6 for people viewing the converted 
version. May be fine for small numbers, but for large numbers I'd really just 
stick to in-viewer meshes.

Adam

From: [email protected] 
[mailto:[email protected]] On Behalf Of nlin
Sent: Thursday, 12 February 2009 11:57 PM
To: [email protected]
Subject: Re: [Opensim-dev] Mesh to primitive converter

I'm not sure if this is the tool you're referring to, but something similar is 
illustrated by this LSL script: 
http://www.lslwiki.net/lslwiki/wakka.php?wakka=LibraryPolygonFormer. (Example 
screenshot 
http://www.sipuli.net/~joonas/Uploadit/Muut/modelrezzer_snapshot4JPG.JPG)

-nlin
2009/2/13 Dahlia Trimble 
<[email protected]<mailto:[email protected]>>
I've heard of a tool that once existed that could recreate a tri-mesh (all 
polygons are in the form of triangles) object and reproduce it in SL with 
triangular shaped prims. I think it was a combination of a blender script and a 
LSL script. The problem with such an approach is the relatively high cost of 
prims in SL. I cant remember the name of the tool but I suspect some careful 
googling and/or searching the SL forums might get you there.

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