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Issue Details (XML | Word | Printable)

Key: VWR-9203
Type: New Feature New Feature
Status: Open Open
Priority: Major Major
Assignee: Qarl Linden
Reporter: Zwagoth Klaar
Votes: 854
Watchers: 152
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1. Second Life Viewer - VWR

Flexible Sculpted Prims

Created: 15/Sep/08 12:42 AM   Updated: 25/Sep/09 10:18 AM
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Component/s: Building (in-world), Graphics
Affects Version/s: Source code, 1.21 Public Nightly
Fix Version/s: Source code, 1.21 Public Nightly

File Attachments: 1. Text File flexi-sculpti.patch.txt (11 kB)
2. Text File flexible_sculpted_prims_v0.5.1.patch (15 kB)
3. Text File flexible_sculpted_prims_v0.5.2.patch (16 kB)
4. Text File flexible_sculpted_prims_v0.5.patch (15 kB)

Image Attachments:

1. fexisculptie.png
(129 kB)

2. Non-flexi sculpted tail.jpg
(64 kB)

3. Normal flexi vs. sculpted flexi.jpg
(145 kB)
Environment: N/A
Issue Links:
Relates
 

Last Triaged: 17/Sep/09 08:44 AM
Source Version: 1.21 /trunk as of 9-15-2008
Linden Lab Issue ID: DEV-20566
Patch attached: Patch attached


 Description  « Hide
Attached is a unified diff of the code that will allow you to create flexible sculpted prims.

Thanks to:
Kristie Young
Uchi Desmoulins

Videos of the end results of this patch:
http://www.youtube.com/watch?v=N8SPB8aIWrQ
http://www.youtube.com/watch?v=-VGHkuvx1Zs

Notes about the patch:
This is NOT a final, production release patch. It is a show of progress and proof of concept. It works, but has a way to come. I am continuing to work on it. I posted this here to show that it is possible, and so that others could know whats going on.

Sims do not approve of you doing this, expect to have things changed back randomly, or flexible to be unselected if you mess around with the shape.

Have fun with this. I hope it opens up a lot of possibles. Vote if you want this added to the viewer!



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Zwagoth Klaar made changes - 15/Sep/08 12:44 AM
Field Original Value New Value
Description Attached is a unified diff of the code that will allow you to create flexible sculpted prims.

Videos of the end results of this patch:
http://www.youtube.com/watch?v=N8SPB8aIWrQ
http://www.youtube.com/watch?v=-VGHkuvx1Zs

Notes about the patch:
Sculpted flexibles do not scale properly on the Z axis(they stretch the center out, instead of the whole sculpt), and X/Y don't seem to be affected by change, so its a bit feature broken, I believe part of this is a server issue.

Sims do not approve of you doing this, expect to have things changed back randomly, or flexible to be unselected if you mess around with the shape.

There is a permanent taper 1/0.5 taper applied to the path, that the sim enforces, this may be the cause of alot of the scaling issues. A path scale of 1/0.5 is also applied and enforced.

The anchor is decided by the very bottom line of the sculpt map, this part of the prim is STATIC, and does not change or move.

Have fun with this. I hope it opens up a lot of possibles.
Attached is a unified diff of the code that will allow you to create flexible sculpted prims.

Videos of the end results of this patch:
http://www.youtube.com/watch?v=N8SPB8aIWrQ
http://www.youtube.com/watch?v=-VGHkuvx1Zs

Notes about the patch:
Sculpted flexibles do not scale properly on the Z axis(they stretch the center out, instead of the whole sculpt), and X/Y don't seem to be affected by change, so its a bit feature broken, I believe part of this is a server issue.

Sims do not approve of you doing this, expect to have things changed back randomly, or flexible to be unselected if you mess around with the shape.

There is a permanent taper 1/0.5 taper applied to the path, that the sim enforces, this may be the cause of alot of the scaling issues. A path scale of 1/0.5 is also applied and enforced.

The anchor is decided by the very bottom line of the sculpt map, this part of the prim is STATIC, and does not change or move.

Have fun with this. I hope it opens up a lot of possibles. Vote if you want this added to the viewer!
Zwagoth Klaar made changes - 15/Sep/08 12:56 AM
Description Attached is a unified diff of the code that will allow you to create flexible sculpted prims.

Videos of the end results of this patch:
http://www.youtube.com/watch?v=N8SPB8aIWrQ
http://www.youtube.com/watch?v=-VGHkuvx1Zs

Notes about the patch:
Sculpted flexibles do not scale properly on the Z axis(they stretch the center out, instead of the whole sculpt), and X/Y don't seem to be affected by change, so its a bit feature broken, I believe part of this is a server issue.

Sims do not approve of you doing this, expect to have things changed back randomly, or flexible to be unselected if you mess around with the shape.

There is a permanent taper 1/0.5 taper applied to the path, that the sim enforces, this may be the cause of alot of the scaling issues. A path scale of 1/0.5 is also applied and enforced.

The anchor is decided by the very bottom line of the sculpt map, this part of the prim is STATIC, and does not change or move.

Have fun with this. I hope it opens up a lot of possibles. Vote if you want this added to the viewer!
Attached is a unified diff of the code that will allow you to create flexible sculpted prims.

Thanks to:
Kristie Young
Uchi Desmoulins

Videos of the end results of this patch:
http://www.youtube.com/watch?v=N8SPB8aIWrQ
http://www.youtube.com/watch?v=-VGHkuvx1Zs

Notes about the patch:
Sculpted flexibles do not scale properly on the Z axis(they stretch the center out, instead of the whole sculpt), and X/Y don't seem to be affected by change, so its a bit feature broken, I believe part of this is a server issue.

Sims do not approve of you doing this, expect to have things changed back randomly, or flexible to be unselected if you mess around with the shape.

There is a permanent taper 1/0.5 taper applied to the path, that the sim enforces, this may be the cause of alot of the scaling issues. A path scale of 1/0.5 is also applied and enforced.

The anchor is decided by the very bottom line of the sculpt map, this part of the prim is STATIC, and does not change or move.

Have fun with this. I hope it opens up a lot of possibles. Vote if you want this added to the viewer!
lindenrobot made changes - 16/Sep/08 02:21 AM
Linden Lab Issue ID DEV-20566
Zwagoth Klaar made changes - 16/Sep/08 03:56 AM
Attachment flexible_sculpts.patch [ 18783 ]
Zwagoth Klaar made changes - 16/Sep/08 03:57 AM
Attachment flexible_sculpted_prims_v0.5.patch [ 18817 ]
Zwagoth Klaar made changes - 16/Sep/08 04:14 AM
Comment [ Credit is due where credit is deserved. Needed to credit people for their help. ]
Zwagoth Klaar made changes - 16/Sep/08 01:32 PM
Description Attached is a unified diff of the code that will allow you to create flexible sculpted prims.

Thanks to:
Kristie Young
Uchi Desmoulins

Videos of the end results of this patch:
http://www.youtube.com/watch?v=N8SPB8aIWrQ
http://www.youtube.com/watch?v=-VGHkuvx1Zs

Notes about the patch:
Sculpted flexibles do not scale properly on the Z axis(they stretch the center out, instead of the whole sculpt), and X/Y don't seem to be affected by change, so its a bit feature broken, I believe part of this is a server issue.

Sims do not approve of you doing this, expect to have things changed back randomly, or flexible to be unselected if you mess around with the shape.

There is a permanent taper 1/0.5 taper applied to the path, that the sim enforces, this may be the cause of alot of the scaling issues. A path scale of 1/0.5 is also applied and enforced.

The anchor is decided by the very bottom line of the sculpt map, this part of the prim is STATIC, and does not change or move.

Have fun with this. I hope it opens up a lot of possibles. Vote if you want this added to the viewer!
Attached is a unified diff of the code that will allow you to create flexible sculpted prims.

Thanks to:
Kristie Young
Uchi Desmoulins

Videos of the end results of this patch:
http://www.youtube.com/watch?v=N8SPB8aIWrQ
http://www.youtube.com/watch?v=-VGHkuvx1Zs

Notes about the patch:
This is NOT a final, production release patch. It is a show of progress and proof of concept. It works, but has a way to come. I am continuing to work on it. I posted this here to show that it is possible, and so that others could know whats going on.

The list of things to fix as it stands are: scaling, distortion, LOD(it gets to where you cannot recognize what it is, very very quickly.)

Sculpted flexibles do not scale properly on the Z axis(they stretch the center out, instead of the whole sculpt), and X/Y don't seem to be affected by change, so its a bit feature broken, I believe part of this is a server issue.

Sims do not approve of you doing this, expect to have things changed back randomly, or flexible to be unselected if you mess around with the shape.

There is a permanent taper 1/0.5 taper applied to the path, that the sim enforces, this may be the cause of alot of the scaling issues. A path scale of 1/0.5 is also applied and enforced.

The anchor is decided by the very bottom line of the sculpt map, this part of the prim is STATIC, and does not change or move.

Have fun with this. I hope it opens up a lot of possibles. Vote if you want this added to the viewer!
Zwagoth Klaar made changes - 16/Sep/08 03:11 PM
Zwagoth Klaar made changes - 16/Sep/08 10:04 PM
Comment [ I appreciate the concern about lag, but any addition adds overhead. I address performance concerns in an above comment addressed to Qarl. There is overhead, I am aware of it. I am working to implement the feature and then address the performance issues.

I should be able to increase the performance for not only normal flexible prims with things, but sculpted flexible prims as well. Overall all flexibles are limited to the amount of time they are allowed to take up per frame. This is a built in system to make sure that flexibles don't bog down the system with updates. Its also the reason why flexibles become jerky when there are too many of them.

Flexible sculpted prims obey these same limits, so they are not allowed to take any longer than normal flexibles. This time-frame is adjustable in your graphics preferences. For those with more limited systems, you may turn the time limit down, and experience more jerky movement, for those with a system capable of handling more flexibles, they may increase the time frame, and enjoy more fluid movement.

Overall: This modification should not affect performance in a noticeable manner. ]
Zwagoth Klaar made changes - 16/Sep/08 10:37 PM
Comment [ I appreciate the concern about lag, but any addition adds overhead. I address performance concerns in an above comment addressed to Qarl. There is overhead, I am aware of it. I am working to implement the feature and then address the performance issues.

I should be able to increase the performance for not only normal flexible prims with things, but sculpted flexible prims as well. Overall all flexibles are limited to the amount of time they are allowed to take up per frame. This is a built in system to make sure that flexibles don't bog down the system with updates. Its also the reason why flexibles become jerky when there are too many of them.

Flexible sculpted prims obey these same limits, so they are not allowed to take any longer than normal flexibles. This time-frame is adjustable in your graphics preferences. For those with more limited systems, you may turn the time limit down, and experience more jerky movement, for those with a system capable of handling more flexibles, they may increase the time frame, and enjoy more fluid movement.

Overall: This modification should not affect performance in a noticeable manner.

As for how sculpts affect the performance of the viewer, they are faster than normal primitives because they are generated only once per LOD, use a very fast algorithm that does not rely on lots of complex mathematics, and access the mesh array in an order that is idea for the way it is organized in memory. They also require fewer objects to create the desired effect. If anything a sculpted object should produce less lag than a normal prim based object, unless very poorly designed.

I on one hand do not agree with how sculpt textures are stored in vram, they are not USED in the vram, but only in the cpu when the mesh data is generated. This storage method also causes them to be pushed out and unloaded occasionally in high texture areas. I would imagine the reason they are stored in VRAM is because this is how the viewer organizes and treats all other textures that are used. I haven't looked into it. I am not an authority on the subject, but it seems logical. I welcome comments from anyone. ]
Zwagoth Klaar made changes - 17/Sep/08 07:37 PM
Zwagoth Klaar made changes - 17/Sep/08 07:55 PM
Description Attached is a unified diff of the code that will allow you to create flexible sculpted prims.

Thanks to:
Kristie Young
Uchi Desmoulins

Videos of the end results of this patch:
http://www.youtube.com/watch?v=N8SPB8aIWrQ
http://www.youtube.com/watch?v=-VGHkuvx1Zs

Notes about the patch:
This is NOT a final, production release patch. It is a show of progress and proof of concept. It works, but has a way to come. I am continuing to work on it. I posted this here to show that it is possible, and so that others could know whats going on.

The list of things to fix as it stands are: scaling, distortion, LOD(it gets to where you cannot recognize what it is, very very quickly.)

Sculpted flexibles do not scale properly on the Z axis(they stretch the center out, instead of the whole sculpt), and X/Y don't seem to be affected by change, so its a bit feature broken, I believe part of this is a server issue.

Sims do not approve of you doing this, expect to have things changed back randomly, or flexible to be unselected if you mess around with the shape.

There is a permanent taper 1/0.5 taper applied to the path, that the sim enforces, this may be the cause of alot of the scaling issues. A path scale of 1/0.5 is also applied and enforced.

The anchor is decided by the very bottom line of the sculpt map, this part of the prim is STATIC, and does not change or move.

Have fun with this. I hope it opens up a lot of possibles. Vote if you want this added to the viewer!
Attached is a unified diff of the code that will allow you to create flexible sculpted prims.

Thanks to:
Kristie Young
Uchi Desmoulins

Videos of the end results of this patch:
http://www.youtube.com/watch?v=N8SPB8aIWrQ
http://www.youtube.com/watch?v=-VGHkuvx1Zs

Notes about the patch:
This is NOT a final, production release patch. It is a show of progress and proof of concept. It works, but has a way to come. I am continuing to work on it. I posted this here to show that it is possible, and so that others could know whats going on.

Sims do not approve of you doing this, expect to have things changed back randomly, or flexible to be unselected if you mess around with the shape.

Have fun with this. I hope it opens up a lot of possibles. Vote if you want this added to the viewer!
Rob Linden made changes - 18/Sep/08 08:44 AM
Last Triaged 18/Sep/08 08:44 AM
Soft Linden made changes - 06/Nov/08 01:28 PM
Last Triaged 18/Sep/08 08:44 AM 06/Nov/08 08:44 AM
Sue Linden made changes - 13/Nov/08 11:06 AM
Workflow jira-2007-12-22a [ 59168 ] jira-2008-11-14 [ 64216 ]
Sue Linden made changes - 13/Nov/08 11:27 AM
Workflow jira-2007-12-22a [ 64216 ] jira-2008-11-14 [ 71661 ]
Sue Linden made changes - 13/Nov/08 04:54 PM
Workflow jira-2008-11-14 [ 71661 ] jira-2008-11-14a [ 95144 ]
Sue Linden made changes - 13/Nov/08 05:10 PM
Workflow jira-2008-11-14 [ 95144 ] jira-2008-11-14a [ 100896 ]
Sue Linden made changes - 13/Nov/08 05:18 PM
Workflow jira-2008-11-14 [ 100896 ] jira-2008-11-14a [ 104014 ]
Sue Linden made changes - 13/Nov/08 05:30 PM
Workflow jira-2008-11-14 [ 104014 ] jira-2008-11-14a [ 108976 ]
Sue Linden made changes - 13/Nov/08 05:59 PM
Workflow jira-2008-11-14 [ 108976 ] jira-2008-11-14a [ 118835 ]
Sue Linden made changes - 13/Nov/08 06:24 PM
Workflow jira-2008-11-14 [ 118835 ] jira-2008-11-14a [ 127912 ]
Sue Linden made changes - 13/Nov/08 06:43 PM
Workflow jira-2008-11-14 [ 127912 ] jira-2008-11-14a [ 135142 ]
Rob Linden made changes - 12/Feb/09 01:28 PM
Last Triaged 06/Nov/08 08:44 AM 12/Feb/09 08:44 AM
Assignee WorkingOnIt Linden [ WorkingOnIt Linden ]
Qarl Linden made changes - 13/Feb/09 08:59 AM
Assignee WorkingOnIt Linden [ WorkingOnIt Linden ] Qarl Linden [ Qarl Linden ]
Qarl Linden made changes - 17/Feb/09 11:03 AM
Status Open [ 1 ] In Progress [ 3 ]
Qarl Linden made changes - 19/Feb/09 05:58 PM
Status In Progress [ 3 ] Open [ 1 ]
Qarl Linden made changes - 19/Feb/09 06:02 PM
Attachment flexi-sculpti.patch.txt [ 22213 ]
Adeon Writer made changes - 23/Feb/09 12:16 PM
Link This issue is related to by VWR-12171 [ VWR-12171 ]
Theblack Box made changes - 01/Mar/09 11:03 AM
Attachment fexisculptie.png [ 22389 ]
Maya Remblai made changes - 11/Mar/09 08:04 PM
Maya Remblai made changes - 11/Mar/09 08:06 PM
Attachment Non-flexi sculpted tail.jpg [ 22579 ]
Maya Remblai made changes - 11/Mar/09 08:07 PM
Comment [ Same sculpt as my previous screeshot, with the flexi setting turned off. The blocky shape present in the flexi version is obviously not the fault of the sculpt. ]
Maya Remblai made changes - 11/Mar/09 08:07 PM
Comment [ Comparison of the same basic shape made with normal flexiprims (4 flexiprims) and sculpted flexiprim (1 prim). As you can see, at 8 verts the sculpt loses most of its detail. I wouldn't use such a thing in any product. ]
Rob Linden made changes - 19/Mar/09 10:54 AM
Last Triaged 12/Feb/09 08:44 AM 19/Mar/09 08:44 AM
Adeon Writer made changes - 30/Mar/09 07:19 PM
Link This issue is related to by VWR-12644 [ VWR-12644 ]
Rob Linden made changes - 04/Jun/09 10:40 AM
Last Triaged 19/Mar/09 08:44 AM 05/Jun/09 08:44 AM
Rob Linden made changes - 17/Sep/09 10:39 AM
Last Triaged 05/Jun/09 08:44 AM 17/Sep/09 08:44 AM