I would just like to add that there are historically technical limitations with textures over 1024x1024. I don't know about currently, but until relatively recently, there was no OpenGL implementation that supported larger textures properly.
I don't know if this is still the case, however, or how wide spread this support is - and would such a movement require compatibility work for supporting clients without these capabilities. Peter N On 7/11/2011 3:53 PM, Amy Smith wrote: > This is part of an effort to increase the awareness in > the developer community of a longstanding need among > OpenSim content creators and designers of simulator > environments, for higher resolution pixel textures > (images greater than current 1024x1024 pixels) > to be used in stand-alone and/or grid operation of > sim regions using OpenSimulator. > > We are cartoons... > The present limit of 1024x1024 pixels contributes > to a "cartoon-like" or sub-optimum look and feel to > OpenSimulator. If we are to make progress in 21st century > 3D graphics, higher resolution imagery is needed. > > Is it in only in the Viewer? > Some devs point to the viewer clients being coded to limit > the image size at upload. Since OpenSimulator project has > recently changed license and participation method, to provide > increased interaction between viewer developers and simulator > developers, perhaps there is a renewed possibility to solve > this problem in the near future. Some TPV viewers have provided > compatibility switches in the Grid Manager section for > use with OpenSimulator. > > Is there a SIMULATOR or server-side solution? > If the only limits are in the viewer UPLOAD, then perhaps > a method of image insertion at the database level or > in the simulator console could be provided for higher > resolution textures. > > What should the limit be?It is estimated that increasing the limit to > at least 4096 x 4096 pixels would suffice for > most applications. But, for future expansion, > it should be up to the designer, the sim operator, or > the grid operator to set such limits (if any). > > The areas of design that suffer the most from > current texture size limits (1024x1024 pixels) are: > > 1. AVATARS: Avatar skin and system clothing. (Currently: very blurry! ) > 2. HUGE PRIMS: Large prim objects, such as buildings, environment/ space/ > sky/ backdrops/ backgrounds, etc. > 3. SCULPTY: Visible texture applied to surface of sculpted objects. > 4. MESH: Visible texture applied to surface of mesh objects. > 5. LAND: Teraform, land/ground RAWs, textures, and data maps. > > Reproduction of the current situation: > 1. Upload a 4096x4096 image for use with avatar upper body UV wrapped texture > for system avatar. > 2. Observe after upload, that the image has been converted by down-sampling > and poorly compressing to a resulting 1024x1024 texture. > 3. Apply the texture to the upper body of the system avatar in the > opensimulator region. > 4. Look at the avatar in the opensimulator region, and observe that the > texture is fuzzy. > 5. Compare the difference in sharpness of the original design image to the > fuzziness of the inworld texture. > > Respectfully, > Amy Smith > aka. Lani Global > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev _______________________________________________ Opensim-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-dev
