Lawson English wrote: > Melinda Green wrote: >> Meshes will give an amazing improvement to the flexibility of >> building but they will not be a replacement for most current uses of >> sculpties. Sure, some cases where people have managed to painfully >> create polygonal forms will be more efficiently remodeled using >> meshes, but all of the lovely organically shaped models that have >> been modeled using sculpties will be best left just as they are. >> >> This is not a boon for the user resource haves versus have-nots, or >> if it is, it's the other way around from what you describe in that it >> will be a boon for people with low-end systems who will be able to >> experience the same levels of realism they currently enjoy but with >> faster frame rates that will be possible when inefficient built prim >> and sculpty content is replaced with more efficient mesh versions. >> >> I don't think that it will be even possible for open-source >> developers to bring mesh modeling into SL. Aside from overall >> transforms and textures, I doubt that it will be possible to edit the >> topology of existing meshes any more than it is possible to edit >> existing textures. I therefore agree with you that it makes the most >> sense to do all mesh editing using external tools. What you lose in >> the community experience of collaborative building that Lawson >> mentions, you gain in the ability to make really efficient models and >> to easily make portable back-ups of your work. The back-up feature is >> the one that has long kept me from investing much effort into content >> generation but now it gets a lot more attractive to me and probably >> to professional 3D modelers as well. >> >> >> > We already have the basics of texture editing inworld in the form of > html on a prim, and Aimee's VNC plugin.
That's not texture editing, that's dynamic texturing. Cool but not the same. My point is that uploaded meshes will likely be as immutable as uploaded textures. > Expecting the SL sever to track every vertex-change might not be > practical, but a collaborative P2P connection between 2 or more > clients ala croquet with the finish product updated to the sim server > for everyone else to see, wouldn't be that difficult to work up. And, > if someone cares to publish a specific dedicated server for mesh > collaboration updates, the avatars of a sim and child-sims could still > watch the mesh update in realtime, simply by bypassing Linden's sim > servers Sounds difficult to me, but go for it if you think that the benefits outweigh the costs. -Melinda _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges