Dr. Ramloll,

You would probably get a better benefit if you were to upload a few different variations. For example: a single plant, a 10x10 patch of joined plants, a 20x20 patch, and so on. Each of the three variations if duplicated in world would only be downloaded once and you would have the flexibility to cover a variety of different areas in different sizes more efficiently.

In regard to prim counts, if you were to upload a single plant and then build your patch in world you would likely be using far more prims than you would if you uploaded a pre-joined patch. So, not counting for vertex counts and all the other goodies that come from a land impact calculation - the following would hold true.

1 plant    = 1 prim     = 1 mesh download, 1 object download
10 plants (linked in world) = 10 prims = 1 mesh download, 10 object downloads
10 linked plant patches = 100 prims = 1 mesh download, 100 object downloads
1 patch (10 plants joined in mesh before import) = 1 prim = 1 mesh download, 1 object download
10 mesh patches = 10 prims = 1 mesh download, 10 object downloads

The theory being that the mesh download is much larger than the object download. The mesh download contains the mesh's geometry, textures, texture maps, and so on wherein the object download contains such things as the object's position in world, the id of the mesh, textures, and so on that are applied to it.

I hope this helps.  :)

 - John / Orion Pseudo

On 07/05/2013 10:07 PM, Dr Ramesh Ramloll wrote:
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.

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