Hi Dahlia, If I understand you correctly, if I upload a grass plant in mesh and then just multiple copy it inworld, it would not make a difference if made a grass patch in mesh and then uploaded it. Let me know, am kind of dabbling with this issue right now. Am thinking in the way for leaves in a tree. R
On Fri, Jul 5, 2013 at 9:43 PM, Dahlia Trimble <[email protected]> wrote: > If an object is made up of many pieces, all of which are the same mesh, then > it would be better to upload the mesh once and just duplicate it. This is > because the mesh is a single asset and the viewer *should* only download it > once. However, each piece is still a single "prim" whether it's a prim, a > sculpt, or a mesh, and will still require a message from the sim > (ObjectUpdate packet) telling the viewer that it is there. This message is > quite small compared to the size of the mesh asset though and many of them > can be sent quite quickly. If the same mesh was uploaded many times and > these different uploads were used in the same scene, then each mesh would > get a different Asset ID and the viewers would have no way of knowing they > were all the same and would need to download each copy separately; this > could put quite a strain on the simulator and the network and should be > avoided. > > Note that in Second Life, "Land Impact" may be adversely influenced by many > copies of the same mesh *even though the mesh only has to be sent to each > viewer once*. This is an oversight in the design of Land Impact and > OpenSimulator does not have this issue as it does not implement Land Impact. > > > On Fri, Jul 5, 2013 at 5:49 PM, John Sheridan <[email protected]> wrote: >> >> re : "The various editors I tried require a lot of gymnastics just to get >> >> objects that render well in them to be imported into opensim. >> I am only familiar with ac3d, and Blender somewhat." >> >> I've been working with Blender 2.6, and while I'll admit it takes a bit of >> adjusting if you're moving from prim based modeling it works perfectly with >> opensim uploading through either Firestorm or Kokua. Scaling is a bit of a >> headache but after upload my models show exactly as they did in Blender and >> oddly enough, they seem to actually load a bit faster. >> >> While on the topic of mesh, I did have a quick question to anyone out >> there regarding instancing. Awhile back (before the advent of mesh) I seem >> to remember someone mentioning that sculpts were superior to normal prims as >> only one copy of the sculpt is downloaded and then applied to all objects it >> was used on by the viewer. Would anyone happen to know if the same holds >> true for mesh? Say in the case of an model with multiple duplicated pieces, >> would it make better sense to include one copy of the duplicate piece in the >> dae and then duplicate it in world or just glob it all together during the >> import? >> >> Thanks, :) >> >> - John / Orion Pseudo >> >> >> On 07/05/2013 08:08 PM, Nebadon Izumi wrote: >>> >>> The various editors I tried require a lot of gymnastics just to get >>> objects that render well in them to be imported into opensim. >>> I am only familiar with ac3d, and Blender somewhat. >> >> >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-users > > > > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users -- 'Consider how the lilies grow. They do not labor or spin.' Rameshsharma Ramloll PhD, CEO CTO DeepSemaphore LLC, Affiliate Research Associate Professor, Idaho State University, Pocatello, ID 83209 Tel: 208-240-0040 Blog, LinkedIn, DeepSemaphore LLC, Google+ profile _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
