On 11/07/2011 09:02 AM, David Kaplan wrote:
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.
There isn't really a proposal here, IMO. As Nebadon said, its the
client that decides what the maximum resolution is. So you could hack
an OpenSIM specific client to support larger sizes. But which client to
use is a user centric issue (unless you've constrained it for your
grid). And if you do hack a client and only allow connects from that
client then you can of course use larger textures but at the expense of
limiting access to your grid. There's no "fix" required for OpenSIM here.
Mike
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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