[sldev] Re: New Sculpty Features

Strife Onizuka blindwanderer at gmail.com
Thu Jul 17 19:05:26 PDT 2008

But you could say the same about _INVERT. When would you need both
(normal and inverted) versions in a scene?
I do agree, its easier (as a programmer) to just fix the exporter, be
it to rotate the texture or flip the normals.
I don't personally need a _ROTATE flag or the _OTHER types, just
looking at it from a completeness standpoint. You are more than
welcome to rubber stamp this "PENDING CROQUET BECOMING AN OLYMPIC
SPORT AGAIN" and I won't take offense.

As always,

On Wed, Jul 16, 2008 at 9:16 PM, Karl Stiefvater <qarl at lindenlab.com> wrote:
> ok - but i still feel like this falls under the category of "convenience"
> and not "efficiency", right?
> all the rotate buys you is a quick fix for when your sculpt exporter isn't
> smart enough to generate the right map.  i'd argue that you merely fix the
> exporter, and leave the low-level interface as minimal as possible.
> K.
> On Jul 16, 2008, at 6:08 PM, Strife Onizuka wrote:
>> I seem not have been understood by anyone. Time for a second crack at it.
>> It has to do with the stitching for cylinder and sphere types. On the
>> cylinder it stitches the left to the right, and on the sphere it also
>> pinches the top and bottom edges. What I'm advocating is a way to have
>> it instead stitch the top and bottom to each other, and do the pinch
>> on the left and right. For the other two sculpty types it doesn't
>> matter if they are rotated because the edges are all handled the same.
>> There are two ways of dealing with this, either implement a ROTATE
>> flag or add new sculpty types that have that stitching, the results
>> will be the same.
>> Strife
>> On Tue, Jul 15, 2008 at 11:54 PM,  <kelly at lindenlab.com> wrote:
>>>> A PRIM_SCULPT_FLAG_ROTATE flag is a really good idea, that or
>>>> Strife
>>> Pardon my naivete (I'm not an expert on sculpties at all) but ... how is
>>> rotating a sculpt texture different from rotating the actual prim?
>>> - Kelly

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