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