Difference between revisions of "Mesh/Technical Overview"
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{{Navbox/Mesh|tech}} | {{Navbox/Mesh|tech}} | ||
{| style="vertical-align:top; background-color:#fff0cb" cellpadding="10" cellspacing="0" border="1" | |||
|- style="font-weight:bold; color:green; background-color:#96c5af" | |||
|colspan="2"|Fact Sheet | |||
|- style="font-weight:bold; color:green;" | |||
|Question | |||
|Answer | |||
|- | |||
|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: | Technical overview should include: | ||
* Summary of how mesh works | * Summary of how mesh works | ||
* Summary of toolchain | * Summary of toolchain | ||
* Differences between existing prim system and mesh | * Differences between existing prim system and mesh |
Revision as of 12:55, 22 July 2011
Fact Sheet | |
Question | Answer |
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