I'd think that those clipping / occlusion culling algorithms you cited only
work if one of the two pieces of geometry can be transformed (reversibly) so
that it ends up being rectilinear - like a cube, a camera frustum, etc. You
can see how the examples in your link use rectangles. Clipping in th
I've been thinking about ways to implement subtractive objects for a
while now:
We would flag the object as subtractive and flip its normals.
During the rendering phase, we would apply a simple clipping algorithm
to each object to slice off the intersecting geometry.
The subtractive object woul
There was a bit of a splash when the Lab accepted a feature-request
for weather some years ago. There were some commitments over the next
few months, but it never eventuated (except as the punchline of an
upcoming comic I'm working on)
On 27/09/2010 4:13 AM, Frans wrote:
James Linden made a v
James Linden made a video of Lindenworld august 2001, for the 2006 SLCC. He
shows many things, you can find a mention of rain at 4:50.
http://www.youtube.com/watch?v=uK3x3FNlleU
-Frans
On Sun, Sep 26, 2010 at 3:46 PM, Tammy Nowotny wrote:
> This is purely anecdotal (though maybe someone knows
Hmmm, yes. There is more use to detecting "being inside a prim"
and toggling certain render types as a result it seems.
Now, an easy way would be to detect if the CAM is inside a prim,
and then turn off -say- water fog, or whatever causes one to
appear being under water; or turn off rain/snow if t
This is purely anecdotal (though maybe someone knows more than my
anecdote): I have heard that the SL game engine is not good at
determining which points are under/above/inside an enclosure such as a
building. Moreoever, legend has it that there is a whole weather system
in the engine which wa
On Sat, Sep 25, 2010 at 10:51 PM, Rob Nelson
wrote:
> How does the server figure out when the user's fallen off the terrain and
> correct accordingly? What about water fog effects? How much of a
> performance hit are we talking about? Will this allow users to fly
> underneath the terrain and h
Each land and water patch is really a very big prim that you only
see one side of. If you'd want to suppress a part of that side,
you'd have have to start cutting it into pieces I think. The number
of water and land "prims" would increase a lot if you sink a lot
of prims into them this way.
I like
I just wondering how complex an idea it would be to create an "exclude
land/water from interior" flag on a prim.
basically you could rez a prim sink it into the ground/water and
suppress the ground mesh from the inside (or water depending on how
low your prim is)
any thoughts Jira entries or whate