Difference between revisions of "User:Nyx Linden/Office Hours Agenda"

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# Nyx, did Esbee ever get to talk to you about the AgentHeight bug?
# Nyx, did Esbee ever get to talk to you about the AgentHeight bug?
# Uhm kind of a thing i've forgotten about... The mesh representation for round objects doesn't seem to have a good number of segments. Good would be, say, 12, and multiples thereof, because that is divisible by both 3 and 4, making many kinds of builds join up neatly. At anything but insanely high LOD a discontinuity between, as an example, a quarter of a cylinder and a cube is apparent, perhaps because number of cylinder segments isn't multiple of 4.
# Uhm kind of a thing i've forgotten about... The mesh representation for round objects doesn't seem to have a good number of segments. Good would be, say, 12, and multiples thereof, because that is divisible by both 3 and 4, making many kinds of builds join up neatly. At anything but insanely high LOD a discontinuity between, as an example, a quarter of a cylinder and a cube is apparent, perhaps because number of cylinder segments isn't multiple of 4.
# When a large number of primitives are removed, the resulting lag; What is the best way to mitigate the effect and what causes it? (When I say large I mean between 1024 and 2048 prims)
# '''Your topic here'''
# '''Your topic here'''

Revision as of 11:32, 24 November 2010

Nyx Linden's Office Hours Agenda

Office hours are on Wednesdays at Noon in Pacific time (SL standard time) located in Borrowdale at: http://slurl.com/secondlife/Borrowdale/74/217/32

Topics are focused on avatars, content creation efficiency, content creation tools and methods, rendering issues, and many related random topics.

Please add topics for discussion / agenda items to the end of the list below prior to 11:50 AM. Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. Contact Nyx Linden if you are unsure if your topic is relevant or appropriate.

Archived agendas can be found at the agenda archive.

Next meeting scheduled for: November 24, 2010.


Agenda

November 24, 2010

  1. Normal mapping (VWR-3250)
  2. Nyx, can you comment on why the + is not in Inventory/Recent? (VWR-23903)
  3. What should we do if we see an inconsistency between the wiki and the (un)real world? Example is Note 2 of the Physics cost wiki page: truth: Meshes without physics shape CAN be set to type prim.
  4. Are physics costs recalculated at start/during/after movement?
  5. What is now the effect of scripted changes (eg scale) that cause prim limit to be exceeded?
  6. Nyx, did Esbee ever get to talk to you about the AgentHeight bug?
  7. Uhm kind of a thing i've forgotten about... The mesh representation for round objects doesn't seem to have a good number of segments. Good would be, say, 12, and multiples thereof, because that is divisible by both 3 and 4, making many kinds of builds join up neatly. At anything but insanely high LOD a discontinuity between, as an example, a quarter of a cylinder and a cube is apparent, perhaps because number of cylinder segments isn't multiple of 4.
  8. When a large number of primitives are removed, the resulting lag; What is the best way to mitigate the effect and what causes it? (When I say large I mean between 1024 and 2048 prims)
  9. Your topic here