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	<title>Comments on: How SL Primitives [Really] Work</title>
	<atom:link href="http://www.realityprime.com/articles/how-sl-primitives-really-work/feed" rel="self" type="application/rss+xml" />
	<link>http://www.realityprime.com/articles/how-sl-primitives-really-work</link>
	<description>Advanced Technology Research</description>
	<lastBuildDate>Wed, 08 Sep 2010 23:28:57 +0000</lastBuildDate>
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		<title>By: Avi</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-26122</link>
		<dc:creator>Avi</dc:creator>
		<pubDate>Sun, 28 Mar 2010 23:17:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-26122</guid>
		<description>Yes, qarl, even the torus. In pure terms, a torus has a hole and therefore is not topologically equivalent. 

But in SL and any polygonally-rendered computer graphics, any ring of polygons needs an extra set of vertices at the seam to avoid texture map problems. So you could say the torus ring in SL is not truly closed, and therefore just a cylinder bent into a circle.

Primitives with holes in them also violate the topological equivalence rule, strictly speaking. But in practice, you can really think of the hole as a negative space prim inside a simple genus zero prim and not worry about it.

It&#039;s nice IMO when you can take hard math problems and say you don&#039;t have to worry about them. Makes things nice and fast.</description>
		<content:encoded><![CDATA[<p>Yes, qarl, even the torus. In pure terms, a torus has a hole and therefore is not topologically equivalent. </p>
<p>But in SL and any polygonally-rendered computer graphics, any ring of polygons needs an extra set of vertices at the seam to avoid texture map problems. So you could say the torus ring in SL is not truly closed, and therefore just a cylinder bent into a circle.</p>
<p>Primitives with holes in them also violate the topological equivalence rule, strictly speaking. But in practice, you can really think of the hole as a negative space prim inside a simple genus zero prim and not worry about it.</p>
<p>It&#8217;s nice IMO when you can take hard math problems and say you don&#8217;t have to worry about them. Makes things nice and fast.</p>
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		<title>By: qarl</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-26072</link>
		<dc:creator>qarl</dc:creator>
		<pubDate>Fri, 26 Mar 2010 18:50:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-26072</guid>
		<description>&gt; Now, all primitives in the Second Life system are essentially the same. They’re all “topologically equivalent” to a cylinder or sphere. 

do you mean &quot;torus&quot;?</description>
		<content:encoded><![CDATA[<p>&gt; Now, all primitives in the Second Life system are essentially the same. They’re all “topologically equivalent” to a cylinder or sphere. </p>
<p>do you mean &#8220;torus&#8221;?</p>
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		<title>By: avi</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-23356</link>
		<dc:creator>avi</dc:creator>
		<pubDate>Sat, 12 Dec 2009 21:02:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-23356</guid>
		<description>That code looks suspicious to me. I could imagine how it might produce different results when the normal of a face changes under twist or tapering operations. You should ask someone at LL to look at it.</description>
		<content:encoded><![CDATA[<p>That code looks suspicious to me. I could imagine how it might produce different results when the normal of a face changes under twist or tapering operations. You should ask someone at LL to look at it.</p>
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		<title>By: Toby1</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-23355</link>
		<dc:creator>Toby1</dc:creator>
		<pubDate>Sat, 12 Dec 2009 20:48:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-23355</guid>
		<description>Hey thanks for replying Avi. I have written a workaround so no problem really - but just to torment you further - tell me - is this not the code that produces the planar projection ? ( line 73 ) : 

http://bitbucket.org/lindenlab/trunk/src/e2726e788831/indra/viewer/llface.cpp

I don&#039;t know C++ but it looks fairly comprehensible ?</description>
		<content:encoded><![CDATA[<p>Hey thanks for replying Avi. I have written a workaround so no problem really &#8211; but just to torment you further &#8211; tell me &#8211; is this not the code that produces the planar projection ? ( line 73 ) : </p>
<p><a href="http://bitbucket.org/lindenlab/trunk/src/e2726e788831/indra/viewer/llface.cpp" rel="nofollow">http://bitbucket.org/lindenlab/trunk/src/e2726e788831/indra/viewer/llface.cpp</a></p>
<p>I don&#8217;t know C++ but it looks fairly comprehensible ?</p>
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		<title>By: Avi</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-23321</link>
		<dc:creator>Avi</dc:creator>
		<pubDate>Fri, 11 Dec 2009 03:17:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-23321</guid>
		<description>Toby, I&#039;m not sure of the current way they&#039;re handling texture projection. Originally, a tapered or sheared box worked just like any box.

As I mentioned, if I had to do it again, I would eliminate the Face concept and just begin with simple projections of the same texture everywhere, applying special cases as decals.
 The popping you&#039;re seeing could be from some mismatch between faces and actual sides -- maybe some optimization kicking in.

Sorry I couldn&#039;t be of more help.</description>
		<content:encoded><![CDATA[<p>Toby, I&#8217;m not sure of the current way they&#8217;re handling texture projection. Originally, a tapered or sheared box worked just like any box.</p>
<p>As I mentioned, if I had to do it again, I would eliminate the Face concept and just begin with simple projections of the same texture everywhere, applying special cases as decals.<br />
 The popping you&#8217;re seeing could be from some mismatch between faces and actual sides &#8212; maybe some optimization kicking in.</p>
<p>Sorry I couldn&#8217;t be of more help.</p>
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		<title>By: Toby1</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-23317</link>
		<dc:creator>Toby1</dc:creator>
		<pubDate>Thu, 10 Dec 2009 22:43:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-23317</guid>
		<description>Dear Avi - can I ask a very techie question?  I have scripted an importer for 3ds max &gt; SL and I am just adding an automatic texture align script for prims which need special texture mapping like cut or tapered prims etc.

I am stuck on one single type - that is planar texture applied to the sides of a tapered or sheared box prim - it has to be planar to avoid texture tearing - but there is a shift in the planar numbers when the prim is tapered or sheared - the sloping side texture is offset and stretched. This needs to be corrected and it would be great to get the script to do it  - but I can&#039;t figure out how to measure the effect - it looks as thought the planar map is projected from a central point somwhere and distorts when the prim changes shape or proportions. Would love to understand this.

{PS - how I wish I had known about this site a year ago - great stuff</description>
		<content:encoded><![CDATA[<p>Dear Avi &#8211; can I ask a very techie question?  I have scripted an importer for 3ds max &gt; SL and I am just adding an automatic texture align script for prims which need special texture mapping like cut or tapered prims etc.</p>
<p>I am stuck on one single type &#8211; that is planar texture applied to the sides of a tapered or sheared box prim &#8211; it has to be planar to avoid texture tearing &#8211; but there is a shift in the planar numbers when the prim is tapered or sheared &#8211; the sloping side texture is offset and stretched. This needs to be corrected and it would be great to get the script to do it  &#8211; but I can&#8217;t figure out how to measure the effect &#8211; it looks as thought the planar map is projected from a central point somwhere and distorts when the prim changes shape or proportions. Would love to understand this.</p>
<p>{PS &#8211; how I wish I had known about this site a year ago &#8211; great stuff</p>
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		<title>By: BjRazzz Qinan</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-16442</link>
		<dc:creator>BjRazzz Qinan</dc:creator>
		<pubDate>Thu, 30 Apr 2009 09:36:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-16442</guid>
		<description>Very interesting, I know this is a bit of a late post.

I did have a question as to why the ability to use more of the points isn&#039;t available to the user?  I enjoy making complex geometry, and would prefer making it in SL rather then sculpting it.

This would include a more practice (in my opinion) though more complex extrusion system.  That would be more like you would find in 3D design software.</description>
		<content:encoded><![CDATA[<p>Very interesting, I know this is a bit of a late post.</p>
<p>I did have a question as to why the ability to use more of the points isn&#8217;t available to the user?  I enjoy making complex geometry, and would prefer making it in SL rather then sculpting it.</p>
<p>This would include a more practice (in my opinion) though more complex extrusion system.  That would be more like you would find in 3D design software.</p>
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		<title>By: Understanding Virtual Worlds &#124; Insight Into SL Prims</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-12720</link>
		<dc:creator>Understanding Virtual Worlds &#124; Insight Into SL Prims</dc:creator>
		<pubDate>Fri, 05 Dec 2008 22:13:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-12720</guid>
		<description>[...] Bar-Zeev from Reality Prime has written an insightful summary of how and why primatives work the way they do in Second Life. The explanations are from the developer&#8217;s perspective and include backfill on early [...]</description>
		<content:encoded><![CDATA[<p>[...] Bar-Zeev from Reality Prime has written an insightful summary of how and why primatives work the way they do in Second Life. The explanations are from the developer&#8217;s perspective and include backfill on early [...]</p>
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	<item>
		<title>By: The 108 faces of a cube &#171; Through the Broken Looking Glass</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-11340</link>
		<dc:creator>The 108 faces of a cube &#171; Through the Broken Looking Glass</dc:creator>
		<pubDate>Tue, 07 Oct 2008 00:08:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-11340</guid>
		<description>[...] most obvious one would be a clientside optimization, coding a special case in llVolume to ensure that as long as we are to render a standard, un-twisted box, the mesh that results [...]</description>
		<content:encoded><![CDATA[<p>[...] most obvious one would be a clientside optimization, coding a special case in llVolume to ensure that as long as we are to render a standard, un-twisted box, the mesh that results [...]</p>
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		<title>By: avi</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-11132</link>
		<dc:creator>avi</dc:creator>
		<pubDate>Sat, 27 Sep 2008 15:50:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-11132</guid>
		<description>For 1 and 2, yes. Some things are reversed because it makes more sense to swap path and profile. And a profile can really be any non-self-intersecing shape, but preferably one that doesn&#039;t result in self-intersecting geometry when applied along the path.

For 3, you get different texturing results depending on how you select paths and profiles for making spheres. There&#039;s more than one choice. Convolving a semicircular profile around a circular path gives spherical coordinates. But you could also imagine a sphere built as a circle convoled over a straight line path that has its scale set such that the result is a sphere instead of a cylinder. That could be made to have a much better texture projection, especially for the poles.</description>
		<content:encoded><![CDATA[<p>For 1 and 2, yes. Some things are reversed because it makes more sense to swap path and profile. And a profile can really be any non-self-intersecing shape, but preferably one that doesn&#8217;t result in self-intersecting geometry when applied along the path.</p>
<p>For 3, you get different texturing results depending on how you select paths and profiles for making spheres. There&#8217;s more than one choice. Convolving a semicircular profile around a circular path gives spherical coordinates. But you could also imagine a sphere built as a circle convoled over a straight line path that has its scale set such that the result is a sphere instead of a cylinder. That could be made to have a much better texture projection, especially for the poles.</p>
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