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 Post subject: Few questions: varregion, textures, LOD, physics
PostPosted: Thu Nov 26, 2020 2:23 am 

Joined: Thu Nov 26, 2020 2:17 am
Posts: 1
Hello there. Got a few questions, thanks in advance :)

1. Can you have varregions smaller than 256x256?
2. Can you cross regions between 2 varregions of different sizes?
3. LOD's doesn't seem to be working in opensim, or am I wrong?
4. If I make a mesh terrain for a whole region, do I need different physics for ODE and BulletSim ?
5. If I place a texture on 2 different objects, does the texture receive a new uuid, meaning it will be downloaded twice?
6. When in photoshop, if i export as PNG, should I export as interlaced or no. What would be the benefit/downside?
7. When I calculate a mesh upload, it shows as it should have 130 prims, yet when uploaded it's 1-2 prims. Wonder why is that happening.
8. Can I access the server console from inside the viewer?

Think that's enough for now :)

 Post subject: Re: Few questions: varregion, textures, LOD, physics
PostPosted: Thu Nov 26, 2020 5:38 am 
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Joined: Fri May 14, 2010 2:09 pm
Posts: 252
Location: Netherlands
Oh, a popquiz, Let's give this a go :

1. No, as 256x256 is a standard region. You can make a smal size island on it, but that doens't make it a VAR
2. Yes you can. Including active scripts if you allow so.
3. Should work just fine, if it doesn't try a different viewer.
4. Idk, never tried mesh terrains. ODE and Bullet are 2 different engines, so im not sure I understand this question. You can enable only 1 on a simulator.
5. No, as the object has a new UUID, but the used texture has the same UUID.
6. Interlaced image loads an early degraded version of the whole image as soon as possible and then progressively renders the image to clear state, whilst a non-interlaced doesn’t. I don’t think it makes a difference in here, as I believe there all converted to some other format. (So we don’t get to deal with the people that think it's smart to use HD wallpaper size images. (not 100% sure here, ask a developer)
7. Yes, that’s the benefit of mesh, complex builds that have little "prim-impact" as it loads the whole "object" as 1 prim. In SL that is a huge benefit, as they have imposed limits to squeeze you for some extra bux. In here, not so much.
8. Sortoff, but probably not exactly how you expect :

The above is to the best of my knowledge, feel free to correct / disagree. :roll:

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