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 Post subject: SecondLife-Hollow-limitation causes viewer-dependently look
PostPosted: Thu May 10, 2012 7:15 pm 

Joined: Mon Sep 06, 2010 8:56 pm
Posts: 33
There is a limitation, done by LindenLabs, affecting the the hollow-value in cylinder-primitives. It is limited to 95. All values above are automatically reduced to 95.

But there are some viewers, that didn't have this limitation included: As exapmple:

Firestorm
Teapot
Zen
Imprudence
Dolphin3

This viewers allow to set hollow to 99. And osgrid allows this at well.

If you build with this viewers in SecondLife, the value is "corrected" by the secondlife-grid to 95, if you try to set a greater value. In osgrid, as i said, greater values are possible.

Now the problem. if you build something in osgrid, using the possibility with hollow-size > 95, then your buildings look different: depends from the viewer you are logged on.

The reason: Even the rendering is limited. A Viewer, that is limited, will render the object as it were builded according to the limitation.



i avoid this by considering the LindenLabs-limitation. It is the only way to make sure, that all users see your building in the same manner.

Here are examples:

This you see, if you build something in osgrid with hollow-size=99. This pic is made with firestorm:

http://im.bilderkiste.org/4133583327884 ... 4mtest.jpg



And this is made from the same position with the lindenlabs-viewer:

http://im.bilderkiste.org/7133583331651 ... 4mtest.jpg

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 Post subject: Re: SecondLife-Hollow-limitation causes viewer-dependently look
PostPosted: Thu May 10, 2012 9:17 pm 
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Joined: Sat Jun 14, 2008 12:28 am
Posts: 360
Location: Australia
This limitation is among the many other limitations put into place by Linden Labs for reasons only they will ever know.
These limitations are part of the reason that opensim came into play, being sick of the unnecessary limits placed upon us, Opensim devs set out to break the boundaries and bravely go where no coder has gone before, and blaze new trails (enters long rant about being a pioneer).

To now allow ourselves to continue to be shackled by LL's unexplained limitations would be to take away our power and submit to the overlords of LL. I wont do it, you may do as you wish of course.

I cite the limitations of Internet Explorer (microsoft) being slowly forced to expand to the users' preferences by the incoming and vast adoption of (Mozilla) Firefox and (Google) Chrome. Firefox can do stuff that IE cant and Microsoft realize this and are changing to suit, the upstart has forced the giant to comply, it does happen.

I foresee a time when LL is forced to extend their boundaries for fear of being left behind and seen as a relic in a fast moving and ever expanding userbase.

Some people cant see the object as it was intended? well thats a pity, they will learn that with the right software they CAN see the object as it was intended, and this is better that you being forced to reduce the integrity and detail of your creations to a point where nobody can see the object as you first envisioned it.
Regards
Cam


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 Post subject: Re: SecondLife-Hollow-limitation causes viewer-dependently look
PostPosted: Thu May 10, 2012 10:59 pm 

Joined: Mon Sep 06, 2010 8:56 pm
Posts: 33
I agree. This limitations are annoying. And they never belong to OpenSim !

For me it is just important to know the issues and to know about workarounds.

In this case here i builded a meditation-labyrinth. If i go online with one of the LindenLab-oriented Viewer, i can't use the Lab in the origin-state. This was the reason, why i adapted it to the limitation.

An Alternative to the suggested way, could be to use a sign:

"Use non-restricted Viewer for unadulterated sight."

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 Post subject: Re: SecondLife-Hollow-limitation causes viewer-dependently look
PostPosted: Fri May 11, 2012 9:19 am 

Joined: Mon Nov 02, 2009 5:33 pm
Posts: 19
Thanks for the reminder! I found this out the hard way some time ago on a tower with a spiral staircase exported to SL.. ack. My friend is working on a build to export right now, I'll remind her. Also prim size is important if you're building for export, 64 meter is limit.


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