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Old 03-06-2008, 10:59 AM   #1 (permalink)
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Jira: Improving Sculpted Prims

An interesting issue came up at a triage meeting yesterday.

https://jira.secondlife.com/browse/VWR-3798

It covers one of hr most annoying problems with sculpt maps. They load WAAY too slowly. While everything else is already loaded, you're left wandering among a sea of floating balls waiting for the sculpt geometry to load. Hell, half the time, the texture on those balls even loads first.

This issue proposes to change that, quite simply. By putting sculpt maps to the top of the interest list, and making them download before other textures. Sculpt maps are generally much smaller than most textures, usually being 128x128 at most, and often more like 64x64. And they generally make a huge difference to the environment, much more so than most standard image textures.

The issue is bein passed to the devs for discussion, but I think they might need some convincing. So I ask you all to leave votes and comments on the matter : )
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Old 03-06-2008, 11:30 AM   #2 (permalink)
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Voted. I always thought that was dumb too.
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Old 03-06-2008, 11:43 AM   #3 (permalink)
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The bestest new feature of realXtend is proper mesh collison.
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Old 03-06-2008, 11:59 AM   #4 (permalink)
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Sounds good to me!

On a related but entirely unrelated question, can someone explain to me why they can't fix the problem with alpha textures canceling out each other and letting other alpha textures show through?

I mean, can't this be fixed?

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Old 03-06-2008, 12:01 PM   #5 (permalink)
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The alpha texture bug is in OpenGL, not SL so there's nothing they can do
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Old 03-06-2008, 12:03 PM   #6 (permalink)
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Originally Posted by Cocoanut Koala View Post
Sounds good to me!

On a related but entirely unrelated question, can someone explain to me why they can't fix the problem with alpha textures canceling out each other and letting other alpha textures show through?

I mean, can't this be fixed?

coco
I thought that was a problem inherent in the rendering engine and there is nothing to be done about it, really.

Other than making one prim larger than the other. That will give it priority. If they are exactly the same size, next to each other, they will both render, like my clocks. But they have to be the *only* alphas there because if there is another, larger prim with alphas in the object, it will take over priority and start "swallowing" the others.

It's a pain in the ass.
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Old 03-06-2008, 12:17 PM   #7 (permalink)
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What is "open GL"?
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Old 03-06-2008, 12:23 PM   #8 (permalink)
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I could write an explanation but this is better:

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OpenGL

OpenGL (Open Graphics Library) is the computer industry's standard application program interface (API) for defining 2-D and 3-D graphic images. Prior to OpenGL, any company developing a graphical application typically had to rewrite the graphics part of it for each operating system platform and had to be cognizant of the graphics hardware as well. With OpenGL, an application can create the same effects in any operating system using any OpenGL-adhering graphics adapter.

OpenGL specifies a set of "commands" or immediately executed functions. Each command directs a drawing action or causes special effects. A list of these commands can be created for repetitive effects. OpenGL is independent of the windowing characteristics of each operating system, but provides special "glue" routines for each operating system that enable OpenGL to work in that system's windowing environment. OpenGL comes with a large number of built-in capabilities requestable through the API. These include hidden surface removal, alpha blending (transparency), antialiasing, texture mapping, pixel operations, viewing and modeling transformations, and atmospheric effects (fog, smoke, and haze).

Silicon Graphics, makers of advanced graphics workstations, initiated the development of OpenGL. Other companies on the industry-wide Architecture Review Board include DEC, Intel, IBM, Microsoft, and Sun Microsystems. There is no cost (other than learning) to developing an application using the OpenGL API. Microsoft offers free downloads of the OpenGL libraries for its Windows systems. Although OpenGL is not itself a development "toolkit," such toolkits are available, including Silicon Graphics object-oriented programming 3D graphics toolkit, Open Inventor.
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Old 03-06-2008, 12:40 PM   #9 (permalink)
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Originally Posted by Cocoanut Koala View Post
On a related but entirely unrelated question, can someone explain to me why they can't fix the problem with alpha textures canceling out each other and letting other alpha textures show through?

I mean, can't this be fixed?
It's difficult to solve. Short answer is 'no'.

Things in SL are made of triangles rendered one after another (you can see these triangles in wireframe mode) When it comes to alpha-mapped bits the program usually handles it by drawing the triangles farthest from camera first, then going progressively closer to the viewer.

This works reasonably well, until you run into triangles that intersect one another. For these to be drawn properly the program would need to split the triangles into smaller bits in accordance with intersection lines, and then draw these individual pieces in correct order. But such operation would be very taxing and the drawing performance would suffer really bad.
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Old 03-06-2008, 12:42 PM   #10 (permalink)
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Ok, thanks! Well, someone should fix Open GL then.

coco
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Old 03-06-2008, 12:52 PM   #11 (permalink)
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Ok, thanks! Well, someone should fix Open GL then.
Bleh it's nothing to "fix" because it's not actually broken, it's side-effect of typical way things are drawn by applications/games (SL included) ... you are basically demanding to "fix" the issue that is two people cannot simultaneously fit into door that was built to accomodate single person only.

Although just for the heck of it, there's possible ways to work around it with anti-aliasing enabled ( last sample on CodeSampler.com - OpenGL - Page 14 shows such application ) ... but then you run into entirely different mess that's lack of support on number of computers that currently run SL okay, and other funny stuff.
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Old 03-06-2008, 03:06 PM   #12 (permalink)
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Thank you WarKirby. Voted.
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Old 03-07-2008, 12:30 AM   #13 (permalink)
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A long time ago I made a post on the official forums about end user bandwidth allocation and prioritizating of types of content.

Still.. I would much rather walk through a gray world with primless gray avatars then knocking people over as my client rezed some adfarm at the edge of my draw distance first.
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Old 03-07-2008, 12:52 AM   #14 (permalink)
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Originally Posted by Khamon View Post
voted

The bestest new feature of realXtend is proper mesh collison.
Then we should expect that to be announced in an SL release candidate soon?

Jus' sayin' is all.

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Originally Posted by Mecha Dinosaur View Post
A long time ago I made a post on the official forums about end user bandwidth allocation and prioritizating of types of content.

Still.. I would much rather walk through a gray world with primless gray avatars then knocking people over as my client rezed some adfarm at the edge of my draw distance first.
They blew prioritized rendering in this platform big-time. It's one of the things that made me question the coding abilities at Linden Lab when I first joined SL. To this day I shake my head when I have my draw distance set to 512 for taking pictures or whatever and I'm seeing everything on the horizin rezzed and still waiting for things within 20m of my avitar to rez.

It's not as bad for me now with the graphics setup I have. At least it's faster but I still wonder "wtf where they thinking?" when things hundreds of meters away are fully rezzed while objects continue to pop into view nearby.
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Old 03-07-2008, 12:59 AM   #15 (permalink)
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It's not as bad for me now with the graphics setup I have. At least it's faster but I still wonder "wtf where they thinking?" when things hundreds of meters away are fully rezzed while objects continue to pop into view nearby.
It takes priority cues from where you put your mouse pointer and the area a texture takes on your screen at given moment. Beyond that it's hard to say.
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Old 03-07-2008, 01:06 AM   #16 (permalink)
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I sat here for a good 3 minutes trying to make sense out of that and failed miserabley.

I need to go lay down now.
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Old 03-07-2008, 01:22 AM   #17 (permalink)
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Originally Posted by Mecha Dinosaur View Post
A long time ago I made a post on the official forums about end user bandwidth allocation and prioritizating of types of content.

Still.. I would much rather walk through a gray world with primless gray avatars then knocking people over as my client rezed some adfarm at the edge of my draw distance first.
Reminds me of how webpages seem to load the advertisements before the actual web content.
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Old 03-07-2008, 01:23 AM   #18 (permalink)
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Sorry

in simpler words, the bigger the stuff appears on your screen (usually when your AV is close to it and/or you have camera aimed straight at it) the more likely it'll be loaded first. If you place your mouse pointer over a prim, that will prod the viewer into loading textures for that prim before others, too. Just small insight into "wtf were they thinking?"
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Old 03-07-2008, 01:30 AM   #19 (permalink)
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But there is no way to do that if the prims are not shown. This is not a chicken/egg thing, this is a chicken/egg/four fundamental forces of the universe thingy.
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Old 03-07-2008, 01:39 AM   #20 (permalink)
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It takes priority cues from where you put your mouse pointer and the area a texture takes on your screen at given moment. Beyond that it's hard to say.
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I sat here for a good 3 minutes trying to make sense out of that and failed miserabley.

I need to go lay down now.
If you have a series of fuzzy textures and want them to load faster, focus your viewer (alt and click) on something that hasn't loaded, and SL will prioritize it so whatever you clicked on gets downloaded ahead of the others.
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Old 03-07-2008, 01:40 AM   #21 (permalink)
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Right, so, in the nutshell it's prioritized rendering but as usual, LL has their priorities fucked up.

What you say may be what they implemented and intended but it doesn't work that way - not by a long shot - with any object and certainly not with sculpted prims.

In my experience at least, simply moving your pointer over something has little or no effect on making it rez faster than others. Right clicking on it may speed it up a bit and right clicking and selecting edit [Edit: Yes, alt click too Joshua, I forgot that...lol] may speed that process up a little faster but under normal circumstances, just for fun, clear your cache, set your draw to 512 teleport to a the edge of a random sim with another sim beyond that (meaning, you're at 256 on the sim you teleport to), move your cursor off of SL completely, and watch how things come into view. There is no rhyme or reason other than perhaps some textures are of lower resolution than others and they will obviously load first.

This is not how true prioritized rendering is supposed to work and unless I'm mistaken (I'm waaaaaaaaay behind on the Havok engine ) there is a controlled function to allow for objects to appear in a set order regardless of the resolution of a texture (relative distance, etc.). If this is the case, I don't think LL has used this function correctly and it could also have something to do with the way the asset server handles passing the information to your client which should be controllable (shouldn't it?).
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Old 03-07-2008, 01:41 AM   #22 (permalink)
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