Difference between revisions of "Prim Mapper"
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Eddy Stryker (talk | contribs) (Updating current progress) |
Eddy Stryker (talk | contribs) (Updating current progress) |
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** <strike>Add*() functions and using them</strike> | ** <strike>Add*() functions and using them</strike> | ||
** <strike>Better PrimMesh class/struct that stores everything</strike> | ** <strike>Better PrimMesh class/struct that stores everything</strike> | ||
** CreateVolumeFaces() | ** <strike>CreateVolumeFaces()</strike> | ||
** Option parameters to GenerateMesh() for generating faces and normals | ** <strike>Option parameters to GenerateMesh() for generating faces and normals</strike> | ||
*** Setting faces to false could instead generate a single "face" that is the entire prim vertex and index lists | *** <strike>Setting faces to false could instead generate a single "face" that is the entire prim vertex and index lists</strike> | ||
* <strike>Show each of the prims loaded and each of their faces in the GUI dropdowns</strike> | * <strike>Show each of the prims loaded and each of their faces in the GUI dropdowns</strike> | ||
* Color the currently selected face differently | * <strike>Color the currently selected face differently</strike> | ||
* Simple (non-material) OBJ export | * Simple (non-material) OBJ export | ||
* Selection rectangles | * Selection rectangles |
Revision as of 12:41, 31 December 2007
Overview
Prim Mapper is a UV mapping program for Second Life primitives, designed to sit somewhere in the middle of a workflow between Second Life and professional texturing or modeling applications.
Status
A proof of concept has been developed far enough to lay out the roadmap, but a lot of development is still ahead. The code can be found in the libprimrender module of libsecondlife SVN if you want to preview or help with development. Once some of the major features are working binaries will be released for different platforms.
TODO
- [libprimrender] Per face rendering
Add*() functions and using themBetter PrimMesh class/struct that stores everythingCreateVolumeFaces()Option parameters to GenerateMesh() for generating faces and normalsSetting faces to false could instead generate a single "face" that is the entire prim vertex and index lists
Show each of the prims loaded and each of their faces in the GUI dropdownsColor the currently selected face differently- Simple (non-material) OBJ export
- Selection rectangles
- Texture mapping in OpenGL that matches the SL viewer
- Texture preview based on the selection rectangles
- Full OBJ export
- Save selection rectangles to texture
- Save Prim XML with modified TextureEntry