[Opensim-dev] Mesh to primitive converter
Frisby, Adam
adam at deepthink.com.au
Fri Feb 13 20:39:07 UTC 2009
Just an FYI - this will annihilate your framerate.
Consider - the SL box mesh contorted is a minimum of 6 polies (actually in reality it's in the hundreds because of the extra points for lighting). That means your scene polycount is at minimum *6 for people viewing the converted version. May be fine for small numbers, but for large numbers I'd really just stick to in-viewer meshes.
Adam
From: opensim-dev-bounces at lists.berlios.de [mailto:opensim-dev-bounces at lists.berlios.de] On Behalf Of nlin
Sent: Thursday, 12 February 2009 11:57 PM
To: opensim-dev at lists.berlios.de
Subject: Re: [Opensim-dev] Mesh to primitive converter
I'm not sure if this is the tool you're referring to, but something similar is illustrated by this LSL script: http://www.lslwiki.net/lslwiki/wakka.php?wakka=LibraryPolygonFormer. (Example screenshot http://www.sipuli.net/~joonas/Uploadit/Muut/modelrezzer_snapshot4JPG.JPG)
-nlin
2009/2/13 Dahlia Trimble <dahliatrimble at gmail.com<mailto:dahliatrimble at gmail.com>>
I've heard of a tool that once existed that could recreate a tri-mesh (all polygons are in the form of triangles) object and reproduce it in SL with triangular shaped prims. I think it was a combination of a blender script and a LSL script. The problem with such an approach is the relatively high cost of prims in SL. I cant remember the name of the tool but I suspect some careful googling and/or searching the SL forums might get you there.
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