Poly limits?

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Re: Poly limits?

Postby bnewton81 » Mon Jan 17, 2011 10:37 pm

So you're saying, there is no "easy button"?
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Re: Poly limits?

Postby Jojon » Mon Jan 17, 2011 11:26 pm

A visregion is a volume.

It simply adds a condition: "only show object X if I am HERE", where "here" is anywhere within the volume.

This region is of the type "softvolume", which, unlike "ordinary" regions, are not simply: "ON, if any part of the avatar intersects it", but has a fuzzy logic element to them: as you walk closer to its "walls" the effect grows stronger (or weaker; you define).

For visregions, that is not used however, at least not at current and default: unlike with sounds, the display of objects do not fade in, when you walk into the volume, but simply switches on or off at a threshold value, presumably 1.000.

To create a visregion, just use any object and give it the "type: svconvex" logic property. Note that this is a convex hull, so a cube works fine, but the same cube with a hole cut out of it, is still treated as that same first cube. It's like you have shrink-wrapped it and your wrapping film stretches right across any concave bits... (To get around this limitation, you can do boolean operations between several softvolume parts, in alcscript)

To add the conditional to an object; give it the alcscript:

Code: Select all
Myobject:
    visual:
        visregions:
          - MyVisRegion



Never quite got what a span is exactly... I'm guessing it's simply groupings of elements. (These are then, upon rendering, draw in order, like "layers", or "passes", each on top of the previous)
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Re: Poly limits?

Postby Tsar Hoikas » Wed Jan 26, 2011 5:56 pm

A span is a group of vertices that share the same material, transformation data, etc. I believe they roughly correspond to a material in Blender/PyPRP.
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Re: Poly limits?

Postby Jojon » Thu Jan 27, 2011 10:15 am

Hmm, that may explain some problems I have with apparent transparent-property osmosis, between different objects and materials, that just so happens to share an envmap...

Thanks, Adam.
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