Difference between revisions of "Prim Mapper"
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Eddy Stryker (talk | contribs) |
Eddy Stryker (talk | contribs) (Adding more progress steps) |
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* <strike>Color the currently selected face differently</strike> | * <strike>Color the currently selected face differently</strike> | ||
* <strike>Simple (non-material) OBJ export</strike> | * <strike>Simple (non-material) OBJ export</strike> | ||
* Export actual textures with ExportCommand | |||
* Texture mapping in OpenGL that matches the SL viewer | |||
* 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 |
Revision as of 16:09, 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 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 export- Export actual textures with ExportCommand
- Texture mapping in OpenGL that matches the SL viewer
- 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