Hi LaeMing thank you! This is very helpful.
On 9-May-09, at 10:59 PM, LaeMi Wang wrote: > Hi Lúthien, > Trees in SL are a special object made from a simple algorithm and a > special texture. I am not sure if these can be changed without > altering the viewer. > Might be possible to change the texture. If that were possible, it would already be very useful (except for the Laburnum which should have lots of flowers :). > However, trees can also be made out of clumps of sculpties or from > flat prims with pictures of trees on them (3 such flat prims > together, rotated at 120deg to eachother will give the tree some 3D > body and doesn't look bad from mid-to-long distances. Custom trees > like these won't bend in the wind though. I wonder if it is possible to import a tree built in Blender as such a collection of sculpties: I will look at that (I have seen some info on creating sculpties in Blender) > Natural shapes are exactly what sculpties are for :-) While you CAN > make complex regular shapes too, it often doesn't look so good to my > eye. > See: http://wiki.secondlife.com/wiki/Sculpted_Prims:_3d_Software_Guide Thank you! I missed that one, it seems to cover all I need. > Another viewer limitation - IIRC, SL has a limit of 8 active light > sources (1 for sun/moon, 7 for prims), presumably because of > limitations of graphics cards at the low end. that need not be a problem if I could, say, make the sun and/or moon invisible and yet leave the lighting intact. If I then create a light source and arrange things so per region that the sun- or moonlight seems to originate from the direction of the new light source, that might work - except that the light direction in the region where the source resides would seem off. > Sounds like a bug in stitching the regions together, likely when the > two regions are being rendered at different LODs (Levels Of Detail). > I suspect this because of the way the gaps disappear - if the > regions suddenly start displaying the same LOD, this is what would > be expected. Yes. I payed closer attention to this, and it looks as if it is indeed connected with this level of detail. When I log in and there are these tears all over, it is also the case that there is much less detail in the shape of the terrain. Then at a given moment, the details will suddenly snap into place and the tears also disappear. > LindenLabs (who's viewer Hippo is extended from) have been talking > about terrain-to-the-horizon for over a year. I am pretty sure it > is possible to do but would require some reworking of the viewer > and possibly the server. > Normally the viewer is only plugged into its current sim and the 8 > adjacent sims. To render further would require plugging into more > sims at once, which becomes an exponentially increasing load on > both the viewer and the sims. > Rendering only terrain (and not objects) to the horizon is the > compromise LL is thinking of as it loads up the viewer more (but > only if the user turns it on) and only minimally increases load on > the sims (fetching height-maps, but not the rest of the sim contents). I would certainly be more than happy with the "just terrain" option, because I do not intend to build structures that would be visible over that distance. Maybe I'll have a look at the code to figure out whether this is hard to do - (I am a dev, though a java one - I never worked with dotnet). > Hope this helps it certainly did! thank you - l _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
