Difference between revisions of "Prim Mapper"
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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. | 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. | ||
[[Image:Primpreview- | [[Image:Primpreview-04.png]] | ||
==Status== | ==Status== | ||
Line 11: | Line 11: | ||
==TODO== | ==TODO== | ||
* [libprimrender] Per face rendering | * <strike>[libprimrender] Per face rendering</strike> | ||
** <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 | * <strike>Simple (non-material) OBJ export</strike> | ||
* <strike>Export actual textures with ExportCommand</strike> | |||
** Export objects and textures to a folder | |||
* Read JPEG2000 images instead of TGA | |||
* <strike>Texture mapping in OpenGL that matches the SL viewer</strike> | |||
** Fix edge case texture mapping bugs | |||
* Selection rectangles | * Selection rectangles | ||
* | ** Load selection rectangles from decoded TextureEntry data | ||
** | ** Modify TextureEntry and texture mapping by modifying the selection rectangles | ||
* Full OBJ export | * Full OBJ export with mtllib | ||
* Save selection rectangles to texture | * Save selection rectangles to texture | ||
* Save Prim XML with modified TextureEntry | * Save Prim XML with modified TextureEntry |
Latest revision as of 12:00, 18 January 2008
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 renderingAdd*() 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 differentlySimple (non-material) OBJ exportExport actual textures with ExportCommand- Export objects and textures to a folder
- Read JPEG2000 images instead of TGA
Texture mapping in OpenGL that matches the SL viewer- Fix edge case texture mapping bugs
- Selection rectangles
- Load selection rectangles from decoded TextureEntry data
- Modify TextureEntry and texture mapping by modifying the selection rectangles
- Full OBJ export with mtllib
- Save selection rectangles to texture
- Save Prim XML with modified TextureEntry