Difference between revisions of "Prim Mapper"

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(New page: ==Overview== Prim Mapper is a UV mapping program for Second Life primitives, designed to sit somewhere in the middle of a workflow between Second Life and professional texturing or modeli...)
 
(Updating current progress)
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* [libprimrender] Per face rendering
* [libprimrender] Per face rendering
** Add*() functions and using them
** <strike>Add*() functions and using them</strike>
** Better PrimMesh class/struct that stores everything
** <strike>Better PrimMesh class/struct that stores everything</strike>
* Show each of the prims loaded and each of their faces in the GUI dropdowns
** CreateVolumeFaces()
** Option parameters to GenerateMesh() for generating faces and normals
*** Setting faces to false could instead generate a single "face" that is the entire prim vertex and index lists
* <strike>Show each of the prims loaded and each of their faces in the GUI dropdowns</strike>
* Color the currently selected face differently
* Color the currently selected face differently
* Simple (non-material) OBJ export
* Simple (non-material) OBJ export

Revision as of 20:54, 28 December 2007

Overview

Prim Mapper is a UV mapping program for Second Life primitives, designed to sit somewhere in the middle of a workflow between Second Life and professional texturing or modeling applications.

Primpreview-03.png

Status

A proof of concept has been developed far enough to lay out the roadmap, but a lot of development is still ahead. The code can be found in the libprimrender module of libsecondlife SVN if you want to preview or help with development. Once some of the major features are working binaries will be released for different platforms.

TODO

  • [libprimrender] Per face rendering
    • Add*() functions and using them
    • Better PrimMesh class/struct that stores everything
    • CreateVolumeFaces()
    • Option parameters to GenerateMesh() for generating faces and normals
      • Setting faces to false could instead generate a single "face" that is the entire prim vertex and index lists
  • Show each of the prims loaded and each of their faces in the GUI dropdowns
  • Color the currently selected face differently
  • Simple (non-material) OBJ export
  • Selection rectangles
  • Texture mapping in OpenGL that matches the SL viewer
    • Texture preview based on the selection rectangles
  • Full OBJ export
  • Save selection rectangles to texture
  • Save Prim XML with modified TextureEntry