Difference between revisions of "Talk:Why UUID Flipping is Bad"

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One of the suggestions is to use texture swapping where possible since we shouldn't/can't use mesh swap. But isn't a sculpty UUID swap the same as a texture swap? Since the sculptmaps are textures I'd assume they'd have the same impact on LL's servers. Is there more to it than that? -[[User:Adeon Writer|Adeon Writer]] 17:13, 10 December 2010 (UTC)
One of the suggestions is to use texture swapping where possible since we shouldn't/can't use mesh swap. But isn't a sculpty UUID swap the same as a texture swap? Since the sculptmaps are textures I'd assume they'd have the same impact on LL's servers. Is there more to it than that? -[[User:Adeon Writer|Adeon Writer]] 17:13, 10 December 2010 (UTC)
:Sure, in this instance the client would have to rebuild the sculpty mesh from scratch, the polygon positions, normals, etc. Re-creating the sculpty mesh 10 times every second for a 10fps object. That's like constantly changing the LOD that fast. --[[User:Nexii Malthus|<span style="color: #bbb; text-shadow:-1px -1px #ddd, 1px 1px #888;">Nexii Malthus</span>]] 23:19, 23 February 2011 (PST)
:Sure, in this instance the client would have to rebuild the sculpty mesh from scratch, the polygon positions, normals, etc. Re-creating the sculpty mesh 10 times every second for a 10fps object. That's like constantly changing the LOD that fast. --[[User:Nexii Malthus|<span style="color: #bbb; text-shadow:-1px -1px #ddd, 1px 1px #888;">Nexii Malthus</span>]] 23:19, 23 February 2011 (PST)
== LSL Functions? ==
As stated in the article UUID flipping will be throttled, but I can't find any information about lsl functions. Is it planned to implement lsl functions for mesh(flipping) until the mesh release? --[[User:Kuraiko Yoshikawa|Kuraiko Yoshikawa]] 12:48, 29 June 2011 (PDT)

Revision as of 12:48, 29 June 2011

RE: Falcon Linden

I can understand why UUID flipping is bad but removing the ability to change the mesh by script is a bit drastic. Couldn't it be throttled instead? Like once per 10 seconds? -- Strife (talk|contribs) 22:21, 27 October 2010 (UTC)

Oh never mind, the article says you are doing exactly that. -- Strife (talk|contribs) 22:23, 27 October 2010 (UTC)

Sculpty UUID Flipping

One of the suggestions is to use texture swapping where possible since we shouldn't/can't use mesh swap. But isn't a sculpty UUID swap the same as a texture swap? Since the sculptmaps are textures I'd assume they'd have the same impact on LL's servers. Is there more to it than that? -Adeon Writer 17:13, 10 December 2010 (UTC)

Sure, in this instance the client would have to rebuild the sculpty mesh from scratch, the polygon positions, normals, etc. Re-creating the sculpty mesh 10 times every second for a 10fps object. That's like constantly changing the LOD that fast. --Nexii Malthus 23:19, 23 February 2011 (PST)

LSL Functions?

As stated in the article UUID flipping will be throttled, but I can't find any information about lsl functions. Is it planned to implement lsl functions for mesh(flipping) until the mesh release? --Kuraiko Yoshikawa 12:48, 29 June 2011 (PDT)