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On 11/07/2011 09:02 AM, David Kaplan wrote:
<blockquote cite="mid:4EB7E4EB.6070606@davidkaplandesign.com"
type="cite">
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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.<br>
</blockquote>
There isn't really a proposal here, IMO. As Nebadon said, its the
client that decides what the maximum resolution is. So you could
hack an OpenSIM specific client to support larger sizes. But which
client to use is a user centric issue (unless you've constrained it
for your grid). And if you do hack a client and only allow connects
from that client then you can of course use larger textures but at
the expense of limiting access to your grid. There's no "fix"
required for OpenSIM here.<br>
<br>
Mike<br>
<br>
<blockquote cite="mid:4EB7E4EB.6070606@davidkaplandesign.com"
type="cite"> <br>
My two cent.<br>
<br>
On 11/7/2011 12:06 AM, Nebadon Izumi wrote:
<blockquote
cite="mid:CAF5=rqV_j==o6a5_fhO6KRxvZM7MCo1znJFhhc_BpU2RauVzBw@mail.gmail.com"
type="cite">Lani<br>
<br>
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.<br>
<br>
<div class="gmail_quote">On Sun, Nov 6, 2011 at 9:53 PM, Amy
Smith <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:amy88smith@yahoo.com">amy88smith@yahoo.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt
0.8ex; border-left: 1px solid rgb(204, 204, 204);
padding-left: 1ex;"> This is part of an effort to increase
the awareness in <br>
the developer community of a longstanding need among <br>
OpenSim content creators and designers of simulator <br>
environments, for higher resolution pixel textures <br>
(images greater than current 1024x1024 pixels) <br>
to be used in stand-alone and/or grid operation of <br>
sim regions using OpenSimulator. <br>
<br>
We are cartoons...<br>
The present limit of 1024x1024 pixels contributes <br>
to a "cartoon-like" or sub-optimum look and feel to <br>
OpenSimulator. If we are to make progress in 21st century <br>
3D graphics, higher resolution imagery is needed. <br>
<br>
Is it in only in the Viewer?<br>
Some devs point to the viewer clients being coded to limit <br>
the image size at upload. Since OpenSimulator project has <br>
recently changed license and participation method, to
provide <br>
increased interaction between viewer developers and
simulator <br>
developers, perhaps there is a renewed possibility to solve <br>
this problem in the near future. Some TPV viewers have
provided <br>
compatibility switches in the Grid Manager section for <br>
use with OpenSimulator. <br>
<br>
Is there a SIMULATOR or server-side solution?<br>
If the only limits are in the viewer UPLOAD, then perhaps <br>
a method of image insertion at the database level or <br>
in the simulator console could be provided for higher <br>
resolution textures.<br>
<br>
What should the limit be?It is estimated that increasing the
limit to <br>
at least 4096 x 4096 pixels would suffice for <br>
most applications. But, for future expansion, <br>
it should be up to the designer, the sim operator, or <br>
the grid operator to set such limits (if any).<br>
<br>
The areas of design that suffer the most from <br>
current texture size limits (1024x1024 pixels) are:<br>
<br>
1. AVATARS: Avatar skin and system clothing. (Currently:
very blurry! )<br>
2. HUGE PRIMS: Large prim objects, such as buildings,
environment/ space/ sky/ backdrops/ backgrounds, etc.<br>
3. SCULPTY: Visible texture applied to surface of sculpted
objects.<br>
4. MESH: Visible texture applied to surface of mesh objects.<br>
5. LAND: Teraform, land/ground RAWs, textures, and data
maps.<br>
<br>
Reproduction of the current situation:<br>
1. Upload a 4096x4096 image for use with avatar upper body
UV wrapped texture for system avatar.<br>
2. Observe after upload, that the image has been converted
by down-sampling and poorly compressing to a resulting
1024x1024 texture.<br>
3. Apply the texture to the upper body of the system avatar
in the opensimulator region.<br>
4. Look at the avatar in the opensimulator region, and
observe that the texture is fuzzy.<br>
5. Compare the difference in sharpness of the original
design image to the fuzziness of the inworld texture.<br>
<br>
Respectfully,<br>
<font color="#888888">Amy Smith<br>
aka. Lani Global<br>
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<br>
<br clear="all">
<br>
-- <br>
Michael Emory Cerquoni - Nebadon Izumi @ <a
moz-do-not-send="true" href="http://osgrid.org">http://osgrid.org</a><br>
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