[JIRA] Commented: (VWR-5154) new prim type:voxel model

TigroSpottystripes Katsu (JIRA) no-reply at lindenlab.cascadeo.com
Mon Nov 9 11:37:13 PST 2009


    [ http://jira.secondlife.com/browse/VWR-5154?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel&focusedCommentId=145539#action_145539 ] 

TigroSpottystripes Katsu commented on VWR-5154:
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I don't think there are enough tris on a sculpty to make any voxel model that isn't too simple to represent anything

> new prim type:voxel model
> -------------------------
>
>                 Key: VWR-5154
>                 URL: http://jira.secondlife.com/browse/VWR-5154
>             Project: 1. Second Life Viewer - VWR
>          Issue Type: New Feature
>          Components: Building (in-world)
>            Reporter: TigroSpottystripes Katsu
>
> like sculpty, this prim type would be based on data aquired from a texture
> the parameters ont he edit window, would be the texture, and the resolution in each of the 3 axis
> the way it would be mapped, would be mroe or less like this, the texture wold be divided in Z retangles (Z being the number of layers, the resolution in the Z axis), each of those rectangles would be converted into a image of XxY pixels (rescaled if necessary), if a pixel has 50% or more transparency, that voxel will not be present, otherwise it will. if the Z is a number that won't  make a perfect coverage of the original image, the remaining space on the image will be ignored, probably the best organizateion of the rectangles woudl be in order, from lef tto right and top to bottom, but I dunno for sure)
> the mapping of a texture on the voxel model would follow that pattern, and to help with  weirdness that might happen if the texture applied has higher resolution than the model texture, rescale the texture applied to match, so each voxel will be entirelly a single pixel on the texture
> to allow for voxels with transparency, don't hide voxels that are  behind other voxels unless the engine is sure that all the voxels in front of it  are mapped to a point on the texture that has  zero transparency
> I think i didn't do the right math, but I think using this techinique, with the maximu texture reslution allowed being 1024x1024, it should allow  cube of 100x100x100 voxels,
> it would be great if there was the possibility of controlling the voxel and texturing of it by script, in a similar way as I suggested on the feature suggestion about inworld editing of sculpties, having the texture map be a property a prim instead of an inventory iten, allowing the pixels to be changed by script like most other prim properties currently are, and have a function to import/export the texture maps to allow people to trade maps inworld aswell ue maps produced by third party apps and uploaded (if the export/import function will besides existing ont he gui, be accessible to lsl, probably gonna require a big forced sleep when exporting to not harm the database significantly (that is the reson why you don't allow usign scripts to save notecards, right?)
> edit:forgot to mention that like with sculpties, the maximum scale of the voxel model would be defined by the prim size, regardless of the resolution or visible volume (so if the voxel was at 100x100x100 resolution, but had just 8 voxels used on the center, it would look smaller than a voxel model with 100x100x100 of resolution and all voxels used, but a voxel model with resolution of 2x2x2 with all the voxels used would have the same size as a voxel model with 100x100x100 of resolution and all voxels used)
> edit2: allowing for script editing of the texture itself aswell instead of just the texture map would be awesome, altthough not high-priority int he context of this feature suggestion I think

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