Mesh/Technical Overview
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Revision as of 12:55, 22 July 2011 by Gaia Clary (talk | contribs)
Fact Sheet | |
Faces | 65536 triangles 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 | One Object containing an arbitrary amount of Mesh Prims.
You will get a Linkset when rezzing the upload. You can separate the Prims within the linkset if you like (just like with any other Linkset). Note that a Mesh Prim can consist of multiple unconnected "sub" meshes. Since a Mesh Prim is the smallest rezzable entity, such a mesh prim is an equivalent to a fractional sculpty from the visual impression, but has a cleanly defined Model. It is up to your tool how you distinguish between separate meshes in ONE object or separate Objects. |
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 trianlge will do when you are sure that your mesh realy never needs physics) |
Technical overview should include:
- Summary of how mesh works
- Summary of toolchain
- Differences between existing prim system and mesh