Difference between revisions of "Talk:XyText 1.5"

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Mars Tamale
Mars Tamale
: That texture looks all right from here compared to the others, but unfortunately yes, it's very common for a viewer to load some XyText textures only partially. It can take a relog, and occasionally a cache empty, to fix it. This is really a more general old problem with texture downloads in Second Life, some viewer releases are better than others and downloading everything fully. Since these scripts rely on groups of textures, the problem is more glaring.
:To alleviate the problem, and get a visual performance boost at the same time, use one of the xytext variants with fewer textures, if your character set allows it. --[[User:ObviousAltIsObvious Resident|ObviousAltIsObvious Resident]] 08:09, 29 August 2014 (PDT)

Revision as of 07:09, 29 August 2014

What Is the license for this code? Can I assume it is the CC-by-sa like the rest of the wiki?

XyText as it was originally released did not have the "sa" restriction; it is typically distributed & used in a closed source form. That said the community would appreciate the donation of any improvements made to it. -- Strife Onizuka 03:02, 24 September 2007 (PDT)

Letters

Wouldn't This Be More Texture Efficient In World If Its Letter Index Took Letter Frequency Into Account? So The Most Likely Combinations Are On Fewer Textures?Adi 17:49, 28 March 2011 (PDT)

Hi, there could be some saving with a different character sort, but this doubled character technique becomes less attractive once mesh can move to the main grid. This forum post shows how the new equivalency system could make even the "5 character" type of XyText use a much smaller prim count. --Cerise Sorbet 20:02, 28 March 2011 (PDT)

That Will Defiantly Help Eventually, But Even Then Character Sort May Still Make A Difference. Ill Have To Play Around With Both And See. Adi 10:41, 29 March 2011 (PDT)

Oh, what I mean, is that once the prim count can go down, it is easier to get away with the older 5 character system, and that only needs a single texture, maybe 2 if you want lots of characters. Then sorting is not a problem, and the fewer textures can load much more quickly and use less video memory. --Cerise Sorbet 11:11, 29 March 2011 (PDT)
Oh i Get What You Mean Now, My Head Was Just Stuck Thinking In Character Pairs Adi 12:47, 30 March 2011 (PDT)

Some characters appeared blurry

I created a noticeboard using these textures & scripts (slightly modified) & noticed some character pairs were blurry (eg: "ti" & "po"). I looked through the textures in the CHARACTER_GRID list and found the 43rd (e3ce8def-312c-735b-0e48-018b6799c883) to be the culprit. This one seems to have been a low rez jpg or something.

Mars Tamale

That texture looks all right from here compared to the others, but unfortunately yes, it's very common for a viewer to load some XyText textures only partially. It can take a relog, and occasionally a cache empty, to fix it. This is really a more general old problem with texture downloads in Second Life, some viewer releases are better than others and downloading everything fully. Since these scripts rely on groups of textures, the problem is more glaring.
To alleviate the problem, and get a visual performance boost at the same time, use one of the xytext variants with fewer textures, if your character set allows it. --ObviousAltIsObvious Resident 08:09, 29 August 2014 (PDT)