And to the question of additional useful data, I think it would be great to be able to differentiate higher or lower prims from the minimap. I think what could be done is incrementally darken or lighten the minimap objects based on height slightly, I think I am going to try this in my custom client.
On 6/15/09, Nexii Malthus <nex...@googlemail.com> wrote: > Why on earth can't it be a combination? (ie local region data on top > AND world map texture under it) > > Also it is ridicolously easy to add a "culling" for megaprims in the > llnetmap.cpp file, I did this as a feature to my Vertical Life client > such that it negates the impact of megaprims and revives the > usefulness of the minimap. (One of my top favourite features in my > client, it is great to be able to do these simple but very important > things that make life easier). > > On 6/15/09, Feilen <feilen1...@gmail.com> wrote: >> On 2009-06-15, at 3:20, Argent Stonecutter wrote: >> >> On the other hand when you're doing a large build it's useful to see >> all the blue and purkle prims, even the ones at odd elevations... >> perhaps >> best would be to have a settable vertical range limit on the >> mini-map/radar. >> >> >> >> That's why I thought it would be best as an option, if possible added to >> the View toolbar, to where unless you're building you can view the >> detailed map of the sim, which is much more useful except in the event >> of building. >> >> > _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges