On 2009-06-15, at 3:20, Argent Stonecutter wrote:
On the other hand when you're doing a large build it's useful to see all
the blue and purkle prims, even the ones at odd elevations... perhaps best
would be to have a settable vertical range limit on the mini-map/radar.
That's why
Tateru Nino wrote:
Melinda Green wrote:
Feilen wrote:
I've often noticed that the map displays full color incremental
screenshots of an entire sim, while the minimap simply layers on grey
for wherever prims are. Though this can sometimes be useful, the grey is
very often skybox
Melinda Green wrote:
> Feilen wrote:
>> I've often noticed that the map displays full color incremental
>> screenshots of an entire sim, while the minimap simply layers on grey
>> for wherever prims are. Though this can sometimes be useful, the grey
>> is ver
I've often noticed that the map displays full color incremental
screenshots of an entire sim, while the minimap simply layers on grey
for wherever prims are. Though this can sometimes be useful, the grey is
very often skyboxes or useless data. Could there be an option to make
the minmap display
I saw with the integration of Shadow Draft that specular accompaniment
to bump maps was finally supported, and in my opinion that was the
highlight of the shadow-draft branch. However, would it be possible to
enable specular mapping without deferred rendering, as a regular
feature? Also, anothe
I think that lowering the default FOV (field of view) whenever using SL
makes it much more immersive, however it always resets back to the
default. Could there be a way to keep the FOV when restarting SL or even
a slider bar in the graphics tab? That would be much better for those
with HMDs wit
Argent Stonecutter wrote:
On 2009-05-17, at 17:53, Dale Mahalko wrote:
> Expansion is needed for more 2D arrays and more data storage, but
> this is going to break the ever so simple and clever concept of
> sculpts as RGB maps. Probably because it is too simple and clever to
> really be
That's actually a lot better of an idea, and it would be simple to
implement: just use any basic image editor to implement the alpha and
remove all of the black space the 3d modeler creates. If this was
implemented it would be likely that all plugins/modelers supporting
would also change to gen
For all the misgivings about sculpted prims, the greatest number are
about how all objects have to have perfect UV-mapping, making it nearly
impossible in most cases to export existing objects into the format.
What I propose would fix this entirely: Simply make the renderer not
render geometry
I've never actually used this system before, but I had an idea-
Wouldn't it be possible to implement libpurple, a lib for
instant-messenger clients, into the SL im system to allow for ingame IMing?
It would make it more convenient than constantly switching out whenever
you're messaged.
_
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