ZerahMordly Posted April 7, 2020 Share Posted April 7, 2020 (edited) I'm looking around to see if SL supports mipmapping, and, if it does, are the mipmaps generated by SL or do I have to generate my own to ship with my mesh? http://wiki.secondlife.com/wiki/Image_System This link above talks about mipmapping in SL but it doesn't really go into detail about how the mipmaps are generated if they are pre-generated, if mipmapping is viewer-dependent, and if mipmapping works how the system works in which it displays each resolution of the texture at different distances, or if it is based off the LOD? My interpretation of the wiki above was that SL switches out a mipmap based off of how space much an object's texture takes up on the screen, and the closer you are the higher detail texture provided; vice versa. I ask because I made a house and I have 14 1024x1024 textures applied to the entire mesh on 14 objects in blender, the inspector in firestorm claims 14kb VRAM usage and it sits at 31 LI (no physics model yet) The textures are very good in detail, and on smaller objects such as rails on stairs look very odd if I'm zoomed out enough from it to the point it looks ugly, and kind of blurry. The detail is destroyed from further away, my guess is because of the absence of mipmapping. That's the only way I can explain it because textures are supposed to look their best further away not up close. Mine look best up close and get uglier further away, and when I've worked in Unity with mipmapping accidentally disabled this same phenomenon happens, another reason why it seems there's no mipmapping. If mipmapping happens to be based off the LOD I find that really odd because if I'm standing in my house it does NOTswitch an LOD to a lower version if I'm across the room from the stairs where i'll need a lower LOD of texture in order to preserve the visual quality of the rails on the stairs from further away, and a house in SL usually only begins scaling down LOD when you are outside of it or like 100 feet away from it. SL recognizes the house as one object in edit mode, but the inspector sees it as 14, so it's processing the LOD code for the house as a whole, so that's a huge problem for me if the object LOD system is what the mipmapping system is based around. The only other thing I could think to do to work around that in that case is import every individual object from my blender project for this house and put it all together in SL, resulting in this solution that had to be terribly hacked around, massive model and LI bloat, and significantly more asset storage requirements for LL. I'm really hoping that mipmapping is viewer dependent and I just have a switch turned off or something. I use the latest version of Firestorm. I'll be able to confirm the presence of mipmapping if I open inspector on my house and zoom in and out and see if the VRAM usage from the textures fluxuates. Ill try it. Update: No it does not. Any thoughts? Edit: Perhaps it'd be more practical and efficient to just use 512 x 512 on smaller objects since I'm not expecting people to put their nose up to the stair rails, it'll make it look visually better further away. I only did 1k because I thought giving mipmapping more to work with would make it more impressive. Edited April 7, 2020 by ZerahMordly Link to comment Share on other sites More sharing options...
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