[sldev] Reformatting Textures for the cache
jadelec1 at san.rr.com
Thu Mar 22 08:45:08 PDT 2007
So are you saying that unique new textures wouldn't rez well? That sounds like hell for artists (content creators) like me. I'm reading this thread with fascination, and it's already changed the way I handle textures now, for the better. (And I think that more education that's easier to find, for the non-programmer-content-creators would be a good idea, so we don't do so many dumb things.) But I think this idea would drive content creation to a more mediocre level, instead of encouraging new and original visual ideas.
Date: Wed, 21 Mar 2007 23:30:25 -0800
"Tim Shephard" <tshephard at gmail.com>
Subject: Re: [sldev] Reformatting Textures for the cache
To: Dzonatas <dzonatas at dzonux.net>
Cc: sldev at lists.secondlife.com
<3b19a500703220030n2ad0dca2u1bacc9b6146162b at mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Nah, it's a great idea Dzonatas. We're talking about 4 level cache
instead of three levels.
A cache level for rarely seen textures which could be compressed down
into a very low rez version. As the textures are seen more, the y
migrate to a higher cache level, all the way up to uncompressed.
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