<div dir="ltr"><div><div><div><br></div>I'll try explaining it differently.<br><br></div>If you upload a single mesh then there is one asset the viewer needs to download. If you upload several meshes, there are several that the viewer needs to download. It doesn't matter if the meshes are the same or not, the viewer needs to download one copy of every asset it needs to display. Since mesh assets can be quite large compared to other network traffic, it's a better choice to only upload *one* copy of a unique mesh and then just duplicate it in the scene.<br>
<br></div>Each mesh object in a scene consists of a small chunk of information (asset reference, location, orientation, texture references, etc.). The viewer will (should) only download assets that it doesn't yet have a copy of. If there are many chunks of grass and they all use the same mesh asset, then the viewer only needs to download that asset once. If, however, you uploaded a unique mesh many times, then each upload would create a new asset and the viewer would need to download each one. <br>
<div><div><br></div></div></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Fri, Jul 5, 2013 at 7:07 PM, Dr Ramesh Ramloll <span dir="ltr"><<a href="mailto:r.ramloll@gmail.com" target="_blank">r.ramloll@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi Dahlia,<br>
If I understand you correctly, if I upload a grass plant in mesh and<br>
then just multiple copy it inworld, it would not make a difference if<br>
made a grass patch in mesh and then uploaded it. Let me know, am kind<br>
of dabbling with this issue right now. Am thinking in the way for<br>
leaves in a tree.<br>
<span class="HOEnZb"><font color="#888888">R<br>
</font></span><div class="HOEnZb"><div class="h5"><br>
On Fri, Jul 5, 2013 at 9:43 PM, Dahlia Trimble <<a href="mailto:dahliatrimble@gmail.com">dahliatrimble@gmail.com</a>> wrote:<br>
> If an object is made up of many pieces, all of which are the same mesh, then<br>
> it would be better to upload the mesh once and just duplicate it. This is<br>
> because the mesh is a single asset and the viewer *should* only download it<br>
> once. However, each piece is still a single "prim" whether it's a prim, a<br>
> sculpt, or a mesh, and will still require a message from the sim<br>
> (ObjectUpdate packet) telling the viewer that it is there. This message is<br>
> quite small compared to the size of the mesh asset though and many of them<br>
> can be sent quite quickly. If the same mesh was uploaded many times and<br>
> these different uploads were used in the same scene, then each mesh would<br>
> get a different Asset ID and the viewers would have no way of knowing they<br>
> were all the same and would need to download each copy separately; this<br>
> could put quite a strain on the simulator and the network and should be<br>
> avoided.<br>
><br>
> Note that in Second Life, "Land Impact" may be adversely influenced by many<br>
> copies of the same mesh *even though the mesh only has to be sent to each<br>
> viewer once*. This is an oversight in the design of Land Impact and<br>
> OpenSimulator does not have this issue as it does not implement Land Impact.<br>
><br>
><br>
> On Fri, Jul 5, 2013 at 5:49 PM, John Sheridan <<a href="mailto:john@pseudospace.net">john@pseudospace.net</a>> wrote:<br>
>><br>
>> re : "The various editors I tried require a lot of gymnastics just to get<br>
>><br>
>> objects that render well in them to be imported into opensim.<br>
>> I am only familiar with ac3d, and Blender somewhat."<br>
>><br>
>> I've been working with Blender 2.6, and while I'll admit it takes a bit of<br>
>> adjusting if you're moving from prim based modeling it works perfectly with<br>
>> opensim uploading through either Firestorm or Kokua. Scaling is a bit of a<br>
>> headache but after upload my models show exactly as they did in Blender and<br>
>> oddly enough, they seem to actually load a bit faster.<br>
>><br>
>> While on the topic of mesh, I did have a quick question to anyone out<br>
>> there regarding instancing. Awhile back (before the advent of mesh) I seem<br>
>> to remember someone mentioning that sculpts were superior to normal prims as<br>
>> only one copy of the sculpt is downloaded and then applied to all objects it<br>
>> was used on by the viewer. Would anyone happen to know if the same holds<br>
>> true for mesh? Say in the case of an model with multiple duplicated pieces,<br>
>> would it make better sense to include one copy of the duplicate piece in the<br>
>> dae and then duplicate it in world or just glob it all together during the<br>
>> import?<br>
>><br>
>> Thanks, :)<br>
>><br>
>> - John / Orion Pseudo<br>
>><br>
>><br>
>> On 07/05/2013 08:08 PM, Nebadon Izumi wrote:<br>
>>><br>
>>> The various editors I tried require a lot of gymnastics just to get<br>
>>> objects that render well in them to be imported into opensim.<br>
>>> I am only familiar with ac3d, and Blender somewhat.<br>
>><br>
>><br>
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