Re: [sldev] Option to make minimap display map data?

2009-06-15 Thread Feilen
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

Re: [sldev] Option to make minimap display map data?

2009-06-14 Thread Feilen
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

Re: [sldev] Option to make minimap display map data?

2009-06-14 Thread Feilen
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

[sldev] Option to make minimap display map data?

2009-06-14 Thread Feilen
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

[sldev] Custom bump map and specular mapping?

2009-06-02 Thread Feilen
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

[sldev] Default FOV/FOV slider bar in graphics

2009-05-23 Thread Feilen
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

Re: [sldev] Hide geometry in Sculpted-prims

2009-05-19 Thread Feilen
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

Re: [sldev] Hide geometry in Sculpted-prims

2009-05-16 Thread Feilen
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

[sldev] Hide geometry in Sculpted-prims

2009-05-16 Thread Feilen
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

[sldev] libpurple implementation?

2009-04-18 Thread Feilen
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. _