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