Mesh/Technical Overview: Difference between revisions
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|not supported (every Object needs a physics definition). Best approach: Use simple physics meshes (A single triangle will do when you are sure that your mesh realy never needs physics) | |not supported (every Object needs a physics definition). Best approach: Use simple physics meshes (A single triangle will do when you are sure that your mesh realy never needs physics) | ||
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An overview about the "mesh asset" data format can be found here: | |||
http://community.secondlife.com/t5/image/serverpage/image-id/27697i06AB59A4EB4704F1/image-size/original?v=mpbl-1&px=-1 | |||
Technical overview should include: | Technical overview should include: | ||
Revision as of 19:01, 26 July 2011
| Fact Sheet | |
| Faces | 65536 vertices per LOD for each Prim |
| Textures per Prim | up to 8 texture faces per Prim |
| Textures per (model-) face | 1 |
| Materials per Prim | Materials are currently synonym for texture faces |
| Objects per Upload |
|
| Alpha-textures | yes, but take care of the Alpha Sorting issue returning back on meshes.In general alpha textures currently create a mess. However there are some exceptions where they work well. |
| Normal-textures | Not in first release |
| Specularity-textures | Not in first release |
| Environmap-textures | Not in first release |
| Custom Pivot | (Change the center of a mesh): Not supported in first release |
| Mesh without physics | not supported (every Object needs a physics definition). Best approach: Use simple physics meshes (A single triangle will do when you are sure that your mesh realy never needs physics) |
An overview about the "mesh asset" data format can be found here: http://community.secondlife.com/t5/image/serverpage/image-id/27697i06AB59A4EB4704F1/image-size/original?v=mpbl-1&px=-1
Technical overview should include:
- Summary of how mesh works
- Summary of toolchain
- Differences between existing prim system and mesh