|Textures per Prim||up to 8 texture faces per Prim|
|Materials per Prim||Materials are currently synonym for texture faces|
|Vertices & Triangles||65536 vertices per texture Face
21844 triangles per Texture Face.
Note: there is a caveat here:
Whenever the triangle count of a Texture Face exceeds the limit of 21844 triangles, then the SL Importer automatically creates a new texture face, thus it automatically fixes your mesh when the triangle count per face gets too high. Actually the Importer creates as many texture faces in chunks of of up to 21844 triangles as needed for your model.
Thus when your triangle count per Texture face (in Blender triangle count per material) exceeds the limits, you will have more Texture faces in your Second Life Object than you specified in your 3D tool. But due to the limit of 8 allowed Texture Faces per Object (see above) your mesh can not have more than 8*21844 = 174752 triangles. The SL Importer will cap the exceeding amount of triangles and force this upper triangle limit on your mesh.
|Objects per Upload||
|Alpha-textures||yes, but take care of the Alpha Sorting issue returning back on meshes.In general alpha textures currently create a mess. However there are some exceptions where they work well.|
|Normal-textures||Not in first release|
|Specularity-textures||Not in first release|
|Environmap-textures||Not in first release|
|Custom Pivot||(Change the center of a mesh): Not supported in first release|
|Mesh without physics||not supported (every Object needs a physics definition). Best approach: Use simple physics meshes (A single triangle will do when you are sure that your mesh realy never needs physics)|
Technical overview should include:
- Summary of how mesh works
- Summary of toolchain
- Differences between existing prim system and mesh