SLUNIVERSE |
| | #26 (permalink) |
| Banned Join Date: Jun 2007 Location: NYC
Posts: 22,229
SL Join Date: 10-11-2004
Business: abstract avatars! SLShopper Ads: 16
My Mood: | No, higher than 512x512 on anything but epically huge signs is completely and insanely insensitive. And 512x512 should only be used on prims that need it too. If you're going to put a 512x texture on a prim that's .05x.05 then fuck you kindly. |
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| 3 Users Laughed: |
| 3 Users Said Thanks : |
| | #27 (permalink) |
| vs. Godzilla ![]() ![]()
:D
| I agree, and I extend my "fuck you" to the asshole developers who stuff their work with inefficient waste just so they can spew stats about having a superior product. I fucking spent hours tweaking the boat's wake effects so they looked pretty but efficient, had the counter going and came up with a balance, but people these days seem to develop wakes with particles that last too long and spew at too high a rate to boot. Oh, and don't get me started on the people who make sculpty shapes which are EXACTLY LIKE PRIMS. |
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| | #30 (permalink) |
| Taco's Grammar Slave ![]() ![]() ![]() ![]()
Some Flowers and Trees
Join Date: Jun 2007 Location: Alabama
Posts: 2,894
SL Join Date: November, 2003
Business: Fate Gardens Flowers and Trees SLShopper Ads: 2
My Mood: | This is an intelligent use of large textures if it means texturing the entire object with only one file rather than eight smaller ones. |
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| | #31 (permalink) |
| Is this thing ON?!? ![]() ![]() ![]()
Virtually burned out.
Join Date: Oct 2007 Location: Ontario, Canada
Posts: 1,946
SL Join Date: March 17, 2007
Business: BEARly There Enterprises SLShopper Ads: 10
My Mood: | /me makes a note of that tip if he ever starts building again... |
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| | #32 (permalink) | |
| inept adept ![]() ![]() | Quote:
(no, I don't really have a micro-prim book collection, I'm just being contradictory.) | |
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| 1 User Laughed: |
| | #34 (permalink) | |
| posts... sometimes. ![]() ![]() Join Date: Nov 2007
Posts: 128
SL Join Date: 06/15/05 | Quote:
It's a limitation of the z-buffer, not really the API. Alpha Blending - OpenGL.org The underlying reason for this 'bug' is described, and potential 'workarounds' are listed. The workarounds for this problem are: A: CPU Expensive B: GPU Expensive C: Hardware limited About the only thing Direct-x brings to the table that is at all different from opengl, in this regard, is... Humus - 3D - Stencil Routed A-Buffer which has hefty hardware requirements, and has considerable limitations of its own. It's simply an alternative method of depth peeling. Also, it came with dx-10. That said, I wouldn't be surprised if an opengl extension came out, if it doesn't already exist, that would do the exact same as the above new direct-x method. So, yeah. Directx ain't the cure. Sorry. ![]() Anyhow, back to the topic. Sculpted textures do actually have priority over normal textures, at a fundamental level. This might, however, be negated by them having a fixed (hardcoded) 'view area' value(since the textures aren't ever truly rendered). This problem is also further compounded by LL failing to boost the sculpt textures priority when an object is selected/mouse-hovered/focused-- the face textures are boosted in priority, just not the sculpty texture. I'm contemplating submitting a patch for the last issue, but it's trivial and obvious enough that it shouldn't be needed... LL just needs to notice this flaw *shrugs*. Last edited by Shyotl; 03-07-2008 at 07:06 PM. | |
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