I whole-heartedly support this proposal in whatever the solution may be - regardless if it's an issue with the viewers or the server. I don't see that have larger textures will create appreciably significant performance issues because, much like web designers, people who are competent in building on OS are aware of bandwidth and optimization concerns when it comes file size. If they aren't, awareness will have be raised on this issue but I don't think a lack of awareness should impede creativity. OS has a lot of competing products out there (e.g., Unity, etc) and they all manage to do the job well while also allowing for robust textured graphics. I understand software like Unity is implemented differently but there is little reason why this issue should different.

My two cent.

On 11/7/2011 12:06 AM, Nebadon Izumi wrote:
Lani

This is a viewer issue and not really an OpenSimulator issue per say, it would be better taken up with the viewer devs, there are really no limitations on the server side for that limit the size of any texture, in fact the viewer also has no problem displaying larger textures, i have several 2048x2048 texture in SL, i believe they were uploaded with a special LibOMV client back in the day before LL closed some holes. Technically the only place that limits the size of the texture is when the viewer converts the image to a jp2 image before it sends it to OpenSimulator, if this can be modified then we could upload larger textures, though there may be some other good reasons we would not allow this, such as performance and such, the files could be quite large, and having to download lots of these large textures could really cripple things, we would need to do some tests to be sure, there may also be other difficulties involved for TPVs with the Terms of Service of secondlife and making such modifications to the viewers, this really needs to be taken up with the Viewer Developers to see what they think.

On Sun, Nov 6, 2011 at 9:53 PM, Amy Smith <[email protected] <mailto:[email protected]>> 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] <mailto:[email protected]>
    https://lists.berlios.de/mailman/listinfo/opensim-dev




--
Michael Emory Cerquoni - Nebadon Izumi @ http://osgrid.org


_______________________________________________
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

Reply via email to