[Opensim-dev] The case for greater than 1024x1024 pixel textures.
Bo
bo at s-grid.net
Mon Nov 7 15:01:56 UTC 2011
I agree. I hope there will be grid wide option how to disable the large
textures if it will be once possible. I see no reasons why create such a large
assets.
I would prefer users rather produce more prims than big textures on
megaprims. Thats why they have 35.000 prim limit on our sims.
Bo
On Monday 07 of November 2011 15:50:04 Melanie wrote:
> You are disregarding a number of factors.
>
> First, OpenGL just doesn't seem to be capable of it.
> Second, OS content is created by amateurs who think bigger is
> better, as evidenced by existing creations.
>
> For social, SL-like grids, this certainly must remain disabled even
> if a way is found to implement it.
>
> Melanie
>
> On 07/11/2011 15:02, David Kaplan wrote:
> > I whole-heartedly support this proposal in whatever the solution may
> > be - regardless if it's an issue with the viewers or the server. I
> > don't see that have larger textures will create appreciably
> > significant performance issues because, much like web designers,
> > people who are competent in building on OS are aware of bandwidth
> > and optimization concerns when it comes file size. If they aren't,
> > awareness will have be raised on this issue but I don't think a lack
> > of awareness should impede creativity. OS has a lot of competing
> > products out there (e.g., Unity, etc) and they all manage to do the
> > job well while also allowing for robust textured graphics. I
> > understand software like Unity is implemented differently but there
> > is little reason why this issue should different.
> >
> > My two cent.
> >
> > On 11/7/2011 12:06 AM, Nebadon Izumi wrote:
> >> Lani
> >>
> >> This is a viewer issue and not really an OpenSimulator issue per
> >> say, it would be better taken up with the viewer devs, there are
> >> really no limitations on the server side for that limit the size
> >> of any texture, in fact the viewer also has no problem displaying
> >> larger textures, i have several 2048x2048 texture in SL, i believe
> >> they were uploaded with a special LibOMV client back in the day
> >> before LL closed some holes. Technically the only place that
> >> limits the size of the texture is when the viewer converts the
> >> image to a jp2 image before it sends it to OpenSimulator, if this
> >> can be modified then we could upload larger textures, though there
> >> may be some other good reasons we would not allow this, such as
> >> performance and such, the files could be quite large, and having
> >> to download lots of these large textures could really cripple
> >> things, we would need to do some tests to be sure, there may also
> >> be other difficulties involved for TPVs with the Terms of Service
> >> of secondlife and making such modifications to the viewers, this
> >> really needs to be taken up with the Viewer Developers to see what
> >> they think.
> >>
> >> On Sun, Nov 6, 2011 at 9:53 PM, Amy Smith <amy88smith at yahoo.com
> >>
> >> <mailto:amy88smith at yahoo.com>> wrote:
> >> This is part of an effort to increase the awareness in
> >> the developer community of a longstanding need among
> >> OpenSim content creators and designers of simulator
> >> environments, for higher resolution pixel textures
> >> (images greater than current 1024x1024 pixels)
> >> to be used in stand-alone and/or grid operation of
> >> sim regions using OpenSimulator.
> >>
> >> We are cartoons...
> >> The present limit of 1024x1024 pixels contributes
> >> to a "cartoon-like" or sub-optimum look and feel to
> >> OpenSimulator. If we are to make progress in 21st century
> >> 3D graphics, higher resolution imagery is needed.
> >>
> >> Is it in only in the Viewer?
> >> Some devs point to the viewer clients being coded to limit
> >> the image size at upload. Since OpenSimulator project has
> >> recently changed license and participation method, to provide
> >> increased interaction between viewer developers and simulator
> >> developers, perhaps there is a renewed possibility to solve
> >> this problem in the near future. Some TPV viewers have provided
> >> compatibility switches in the Grid Manager section for
> >> use with OpenSimulator.
> >>
> >> Is there a SIMULATOR or server-side solution?
> >> If the only limits are in the viewer UPLOAD, then perhaps
> >> a method of image insertion at the database level or
> >> in the simulator console could be provided for higher
> >> resolution textures.
> >>
> >> What should the limit be?It is estimated that increasing the
> >> limit to
> >> at least 4096 x 4096 pixels would suffice for
> >> most applications. But, for future expansion,
> >> it should be up to the designer, the sim operator, or
> >> the grid operator to set such limits (if any).
> >>
> >> The areas of design that suffer the most from
> >> current texture size limits (1024x1024 pixels) are:
> >>
> >> 1. AVATARS: Avatar skin and system clothing. (Currently: very
> >> blurry! )
> >> 2. HUGE PRIMS: Large prim objects, such as buildings,
> >> environment/ space/ sky/ backdrops/ backgrounds, etc.
> >> 3. SCULPTY: Visible texture applied to surface of sculpted
> >> objects.
> >> 4. MESH: Visible texture applied to surface of mesh objects.
> >> 5. LAND: Teraform, land/ground RAWs, textures, and data maps.
> >>
> >> Reproduction of the current situation:
> >> 1. Upload a 4096x4096 image for use with avatar upper body UV
> >> wrapped texture for system avatar.
> >> 2. Observe after upload, that the image has been converted by
> >> down-sampling and poorly compressing to a resulting 1024x1024
> >> texture.
> >> 3. Apply the texture to the upper body of the system avatar in
> >> the opensimulator region.
> >> 4. Look at the avatar in the opensimulator region, and observe
> >> that the texture is fuzzy.
> >> 5. Compare the difference in sharpness of the original design
> >> image to the fuzziness of the inworld texture.
> >>
> >> Respectfully,
> >> Amy Smith
> >> aka. Lani Global
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