Difference between revisions of "Content Creation/Mesh Import User Group"
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Enter agenda items here (with name, please) | Enter agenda items here (with name, please) | ||
# One contributing factor to lag is textures. We already know that making an object with numerous 1024x1024 textures is a daft practice when it comes to building, even though it's appallingly widespread. The thing is, what we do know is that Second Life only supports bitmap textures (.tga, .png, .jpg format). These are formats that don't scale well. Put a texture on any prim's face with one repeat only, make that prim really big (retaining only one repeat of the texture on the face concerned) and watch it lose resolution and definition. Therefore, the temptation to use exceedingly high-resolution textures is strong. But really, for wood, metal, marble etc textures, do we need to rely ''exclusively'' on bitmap textures? Wouldn't it be a good move to provide support for procedural textures as well? These are only a couple of KB, they're really what texture makers use in order to finally make the resulting .jpg, .png or .tga files and they're infinitely scalable. [[User:Mona Eberhardt|Mona Eberhardt]] 11:28, 1 July 2013 (PDT) | # One contributing factor to lag is textures. We already know that making an object with numerous 1024x1024 textures is a daft practice when it comes to building, even though it's appallingly widespread. The thing is, what we do know is that Second Life only supports bitmap textures (.tga, .png, .jpg format). These are formats that don't scale well. Put a texture on any prim's face with one repeat only, make that prim really big (retaining only one repeat of the texture on the face concerned) and watch it lose resolution and definition. Therefore, the temptation to use exceedingly high-resolution textures is strong. But really, for wood, metal, marble etc textures, do we need to rely ''exclusively'' on bitmap textures? Wouldn't it be a good move to provide support for procedural textures as well? These are only a couple of KB, they're really what texture makers use in order to finally make the resulting .jpg, .png or .tga files and they're infinitely scalable. [[User:Mona Eberhardt|Mona Eberhardt]] 11:28, 1 July 2013 (PDT) | ||
# note about FS 4.4.1 release - important information. (I'll cover it) [[User:TankMaster Finesmith|TankMaster Finesmith]] 12:04, 1 July 2013 (PDT) | |||
# Enter your topic ABOVE this line! End with 3 or 4 ~ to add your name or name and date | # Enter your topic ABOVE this line! End with 3 or 4 ~ to add your name or name and date | ||
Revision as of 11:04, 1 July 2013
Come discuss any issues around content creation - its challenges, limitations in the tools, workarounds and successes. Land is provided next to the office build for rezzing example content. Bug reports and feature requests should have JIRA ticket numbers if at all possible, as it makes it easier to collaborate on issues both internally and externally.
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.
Mondays at Noon in Pacific time (SL standard time) at Borrowdale on AGNI
Also see the calendar of public user group meetings.
Agenda
Agenda for the next user group meeting is:
Please add topics below prior to 11:50 AM. Also, please put your SL name down so we can follow up if we have questions. Thanks!
Enter agenda items here (with name, please)
- One contributing factor to lag is textures. We already know that making an object with numerous 1024x1024 textures is a daft practice when it comes to building, even though it's appallingly widespread. The thing is, what we do know is that Second Life only supports bitmap textures (.tga, .png, .jpg format). These are formats that don't scale well. Put a texture on any prim's face with one repeat only, make that prim really big (retaining only one repeat of the texture on the face concerned) and watch it lose resolution and definition. Therefore, the temptation to use exceedingly high-resolution textures is strong. But really, for wood, metal, marble etc textures, do we need to rely exclusively on bitmap textures? Wouldn't it be a good move to provide support for procedural textures as well? These are only a couple of KB, they're really what texture makers use in order to finally make the resulting .jpg, .png or .tga files and they're infinitely scalable. Mona Eberhardt 11:28, 1 July 2013 (PDT)
- note about FS 4.4.1 release - important information. (I'll cover it) TankMaster Finesmith 12:04, 1 July 2013 (PDT)
- Enter your topic ABOVE this line! End with 3 or 4 ~ to add your name or name and date
Team
Nyx Linden, Vir Linden, Prep Linden, and occasional other guest lindens. Please contact one of us if you are unsure if your topic is relevant or appropriate.
Archive
Links to chat transcripts of past meetings:
Archived Agenda/Meeting Notes
No Usergroup 2012-05-28 (Linden Holiday)
No Usergroup 2012-01-16
No Usergroup 2011-12-26 or 2012-01-02
No meeting took place on 2011-09-05
No meeting took place on 2011-07-04
No meeting took place on 2011-05-31
Nyx's 29 September 2010 office hour
Nyx's 22 September 2010 office hour
Nyx's 15 September 2010 office hour, with Falcon and some closed beta folks
Jeremy's 15 September 2010 office hour, featuring Mesh questions answered by Vir Linden