So you want to put a seam into the perfectly uniform mesh? I don't think
what you want can be done because it may break some existing sculpts that do
just happen to use the coordinate you mention. (We can't know that without
searching the assets for all sculpts ever made, but it is possible.)

Also using 0,0,0 for seam generation takes out eight triangles around the
point, which burns two rows/columns of precious triangles.

 +----+----+----+----+
 |  .'|  .'|  .'|  ,'|
|.'  |.'  |.'  |.'  |
+----+----+----+----+
|  .'|         |  ,'|
|.'  |         |.'  |
+----+    O    +----+  point to 0,0,0
|  .'|         |  .'|  kills eight tris
|.'  |         |.'  |
+----+----+----+----+
 |  .'|  .'|  .'|  ,'|
|.'  |.'  |.'  |.'  |
 +----+----+----+----+

Might be workable to kill just six tris, though still lots to be killed per
jump to 0,0,0.

+----+----+----+----+
 |  .'|  .'|  .'|  ,'|
|.'  |.'  |.'  |.'  |
+----+----+----+----+
|  .'|  .'     |  ,'|
|.'  |.'       |.'  |
+----+    O    +----+  point to 0,0,0
|  .'|       .'|  .'|  kills six tris
|.'  |     .'  |.'  |
+----+----+----+----+
 |  .'|  .'|  .'|  ,'|
|.'  |.'  |.'  |.'  |
 +----+----+----+----+


I am in favor of using the unused alpha channel for seaming information.
This allows just two tris to be killed if the alpha for a UV map point is
set to zero.

Alpha map: (100% is totally transparent so no need to draw)
 0%   0%   0%   0%
 0%  100%  0%   0%
 0%  100% 100%  0%
  0%   0%   0%   0%

Tris map:
+----+----+----+----+
|  .'|  .'|  .'|  .'|
|.'  |.'  |.'  |.'  |
+----+----+----+----+
|  .'|KILL|  .'|  .'|
|.'  |    |.'  |.'  |
+----+    +----+----+
|  .'|KILL KILL|  .'|
|.'  |         |.'  |
+----+----+----+----+
 |  .'|  .'|  .'|  .'|
|.'  |.'  |.'  |.'  |
+----+----+----+----+

- Dale Mahalko / Scalar Tardis (ASCII artist)

 (If this email looks like a jumbled mess, use a monospace font to render
ASCII art correctly.)



On Sat, May 16, 2009 at 7:40 PM, Feilen <[email protected]> wrote:

> For all the misgivings about sculpted prims, the greatest number are
> about how all objects have to have perfect UV-mapping, making it nearly
> impossible in most cases to export existing objects into the format.
>
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