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Gearsawe Stonecutter

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Everything posted by Gearsawe Stonecutter

  1. question. I know in 3DSMax UV mapping does have a XYZ (UVW). I am just guessing SL ignores the Z or it is ignored by the exporter?
  2. Okay the vert count comes from UV mapping it appears. No?
  3. I am having a little problem too. If there are no smoothing groups assigned I do get 24 verts for a box as expected but if all have the same smoothing group I get 20 which should be 8. unless there is some limit like the same vert can not share more than 2 face or something like that.
  4. where all LODs models created in the same version for Blender? make sure all LODs have the same number of textures/surfaces or sumeshes. have to read the errors. As Arton stated the error has noting to do with vert count but the number of material is not the same as the others. For every material or smoothing group a vert share it is counted again that many times. Picture to planes are a right angle to eachother share the same to verts along one edge. In the 3d program you use it will state 6 verts. Since the same to verts are part of two different smoothing groups they are counted twice in the vertex buffer of the video card. So now you have 8 verts. An 8 vert box would be 24. Since each vert is assigned to 3 smoothing groups. EDIT: did a second check uploaded a box with smoothing assigned to each side and got 24 verts then uploaded one with the same smoothing group assined to all and got 20 not 8. so something is not 100% right here
  5. We can only wait. It seems to me they really want both. Meshes per prim can have less triangles per resource cost than normal prims which can reach up to 18K triangles in extreme cases. So here they are reducing number of polys which could be placed on a sim. So a viewer side thing. Then with some low poly count items cost will go up even more once they are made physical or scripted. And this would be a server side thing. So looks to me they are going for both. Improve sim performance and reduce number of polys visible on screen. Right now the numbers are not 100% correct things will change. They may even go on the high side then after release if things don't go as planned they may reduce things till a happy medium is reached. Thats my two cents.
  6. Actually mesh will be better since the restrictions for triangle per prim will be greater than that of the sculpt or normal twisted/hollowed prims. The Sim performance does not suffer but the client side rendering is what degrades. As designers learn to make efficient meshes, things will improve. As it stand with normal prims and sculpts there is a lot of wasted tringle.
  7. So basically from what I understand now you would have to turn your draw distance up to 256, stand in the center of the sim, slowly turn around 360 to making sure everything changes to its correct LOD. Take the number of visible triangles then multiply that but (view angle/ 360) to get and average number of triangles in the view from that given point. Default view angle is 120 degrees (Ctrl-9). I tried to an area select but that did not work out to well. Or visible simple means the number of triangles in a 360 degree view not visibly in front of you.
  8. I know what you mean. If you have a low frame rate as in 5fps. the delay for the LOD update can be 20+ seconds. by that time a person may have walked/flown past an object. I sent you a box on Aditi which changes color for each LOD. kind of useful for a quick visual refence.
  9. First Image shows about 840,000 triangle with the 100 Hollow/Twisted/Pathcut Torus. If I walk forward thru them there are then 1,439,000 triangles being report but they are all behind me. This number will not change unless I leave the sim or turn around to view the updated LOD. So if this number is being used to figure out budgeting it may be very skewed. It tracks the object counting it at it last visible LOD. So this number can be far from accurate. As seen here. 1.4 Million triangle are not visible! 1.So now does this mean there is a large amount of data being stored which may not need to be since it is not visible? 2. Is this worth of a Bug Report? 3. Or are the numbers true and misunderstood? 4. Are they supposed to be number of triangles in the object buffer not visible? Same goes for Scene Stats the number is labeled as "visible" but it is from from that.
  10. or if you have lights and shadows on you don't get the old chorme shiny look but a specular lighting which looks more like a glossy surface.
  11. did notice something weird. when worn you can wear texture the two faces. but once it is removed the attached the texrures are removed again.
  12. That would be a bug. I'll write it up. and here it is CTS-633
  13. Soooo making the object scripted/physical increasing cost will be done away with? I can understand some of the reasoning behind streaming cost and rendering cost but this part make no sense.
  14. Actually there are some rumors as to what the cost will be. I really can't say and will let a Linden make the announcement. It appears what we see now is not likely what we will get.
  15. No one ever said they got good grades in math. Also as you link togetter the same low cost prim the cost goes down for each prim. Take 256 1.5 cost prims link them together you get about 256 prim cost. So the more you link the better off you are. Weird? It like you get a bonus for "instancing" the same prim
  16. Please use this viewer as there has been a major change and update and this should be the only one which works with mesh Here
  17. a plain 3 vert triangle is 1.5 add a script or make it physical it is 3.0. but from what I understand the 3.0 will change. they did not say it would go up or down just that it would change. Get the system in place in working first then play with numbers. Plan on being at the meeting monday this time for sure.
  18. Well it was nice if a mesh was linked to a normal prim the normal prim was left behind. Forgot to backup one script but was still left in the normal prim! that was close.
  19. For me mesh will be a way to simplify scripts being able to have 8 surfaces in any direction I want. Then I can update all surfaces/face in one function call. For a while I was getting a little less or equal result with mesh vs a prim setup. But with this last update with the new format mesh is costing about 3 time more than the prim method which is a little frustrating. I mean really it is still the same thing why does it cost more now? Just LL playing prim economics. Don;t want us to have some too good. Sadly a sculpt has way more face and cost less than a mesh with the same number of face. I may only need a few hand full of faces to make a certain mesh but since sculpts cost less we will using sculpts keep rendering at a snails pace when mesh would be far better in every sense but LL has stamped it with higher cost when it comes to low poly.
  20. I remember Drongle saying something about the LODs being a little random on how they are generated. If you choose LOD0 for the physics shape and silently fails usualy the case I found LOD0 is a trianlge lieing perfectly in a flat plain with no thickness.
  21. The equation seems to be getting more complex taking account whether it is scripted/physical, vertex count, size, size of file when uploaded and/or complexity of the phsics shape. I wonder if this sort of thing will effect sim perforance on a large scale.
  22. Should have something like this Scripting too... But really this is great. Wonder how many people will actually be uploading meshes. And will this be only for the Main grid or will beta not have these restriction so people may learn before they can be mesh certified?
  23. Yes then if you add a script or make it physical the cost goes up to 3.0 if you take two low poly boxes and keep linking more together there per prim cost will slowly go down. any mesh by itself will 1.5 or 3.0 physical/scripted. Anything that would have been naturally 3.0 and greater will still be about the same. otherwards somthing that was 3.2 is still 3.2 now. Trying adding a script to low prim large linksets I have have had prim cost go from 129 to 258 by adding one script or making it physical. it is the low poly items which are really hammered with this new cost system.
  24. Well for some people when it comes to buying items to use and decorate with the number of prims it uses is a big factor to them. Actually I would think lower prim cost would be better in one way for SL economy. The fewer prims something takes the more items a person can buy to fill up that space effectively increasing number of transactions between residents.
  25. It is confirmed the cost will go up but the formual for how much it goes up is not set in stone. Had all sort of high hopes built a nice color picker was 1 prim for the longest time now is 3prims. No point in using mesh now. the only nice thing is it is still physically one prim and one script making it easy to use work with other objects. Sigh I hope this formula changes drastically. Many of my items are doubling in cost. Kind of making them worth less. Also note all you have to do is size the prim a little to get it to update the cost now.
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