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Charlar Linden

New mesh docs posted

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Hey folks,

Hopefully you won't be surprised by any of this, and hopefully you can reuse some of it with your customers :-)
We have posted new documents to the wiki that explain the Mesh rollout plan in more detail and describe the implications for the various types of users:
Mesh Rollout Plan
How Mesh Content Affects You

This was also posted to the Merchants forum.

 

Cheers, Charlar 

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I'm not sure if you want to get into this level of detail, but in the second page, under "Implications for Creators", here is some background why some models are "inefficient":

Those high polygon models are not inefficient.  They are simply designed for a different purpose.  People doing architectural renderings, or offline animation can afford to take minutes per frame.  Therefore the models they use can be more detailed.  A printed full page magazine photo or ad consumes 2550x3300 pixels, several times the detail of the average computer monitor.  So if you are using 3D models to generate the image, you need more detail in the source model.

On the other hand, games and virtual worlds are a real time situation.  Rather than minutes, you have a few tens of milliseconds to generate one "frame", and screen resolutions are lower than for the purposes mentioned above.  So lower detail models are both required, for speed, and acceptable from a resolution standpoint.

You might consider adding something like this to the end of that section:

"Creators should bear in mind that model geometry and texture detail that appear smaller than one pixel when viewed on a monitor are unnecessary, since they are too small to see, and merely slow down the Viewer."

If it's not there already, we might add a page on optimizing mesh for SL and link from that section.

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Meshes that we have already uploaded until right before rollout are valid after rollout?
Will  the meshes be deleted?
I hold back upload because my meshes might be deleted in Agni.

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1. The "Implications for consumers" section does not contain  any indication of the potential results of linking mesh to existing prim builds. This omission is likely to lead to unexplaioned and confusing object returns and consequent trouble for both merchants and support.

2. The "Implications for merchants" section says "When rezzed, mesh content consumes a set number of the parcel’s supported prims". This is not true for resizable content. Unexpected changes in prim allowance consumption on resizing are likely to cause problems for users, merchants and support.

 

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It is a WIKI

 

a Web site that allows collaborative editing of its content and structure by its users.

wiki |ˈwikē|

noun

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I understand that, having written many wiki pages over the years.  But this particular page was written by a manager for the mesh project, so I thought it reasonable to discuss changes first, rather than just jumping in and changing things.

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We feel confident that they'll be valid after rollout. We had to make the qualification because we were in the final stages of test and couldn't be positive. It's looking good now.

Note: objects left on the mesh sandbox will be deleted at some point - take things into inventory if you want them.

Cheers, Chalar

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Daniel - thanks for discussing this first. I do agree that our use of the word "inefficient" is only in regards to it's use in SL.  We Thought it important to help some of the less technical creators, but didn't want to add any additional text that might either confuse those who are just looking for a high level explanation of what the mesh project means to them or simply keep them from reading it all because there are "so many words". 

Do you think there's much to be gained for SL users by explaining this?

And thanks for caring. We hope this can be used to help creators and merchants with resident communication.

 

Charlar

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