<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<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>Sun, 07 Mar 2010 00:33:58 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<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>
]]></content:encoded>
	</item>
	<item>
		<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>
]]></content:encoded>
	</item>
	<item>
		<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>
]]></content:encoded>
	</item>
	<item>
		<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>
]]></content:encoded>
	</item>
	<item>
		<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>
]]></content:encoded>
	</item>
	<item>
		<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>
]]></content:encoded>
	</item>
	<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>
]]></content:encoded>
	</item>
	<item>
		<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>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jacek Antonelli</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-11102</link>
		<dc:creator>Jacek Antonelli</dc:creator>
		<pubDate>Thu, 25 Sep 2008 21:33:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-11102</guid>
		<description>Ah, great post! A very fun read for me, and confirmed the mental model I had built up from working with the prims for years as a user. It also has sparked up my imagination, picturing all the things that could be possible by extending the algorithm to support different paths and profiles -- squares, triangles, other regular polygons, stars, and so forth.

Perhaps you could offer some insight on a few things that I have been curious about:

1) It feels to me like Path Cut and Profile Cut are reversed for Cylinder/Box/Prism compared to Torus/Tube/Ring. That is, for Box et al., &quot;Path Cut&quot; seems to clearly edit the profile, while &quot;Profile Cut&quot; seems to edit the path (using a modified client or the dimpled-sphere-to-box trick to edit that attribute). Is this part of the interface, or part of the volume algorithm? And, was this a design decision, an oversight, or am I just thinking about the geometry in the wrong way?

2) Am I correct in thinking that it should be possible to have torus-like prims, but with a square or triangular path instead of a circle? I.e. something visually similar to 4 wooden rods joined into a square frame (or 3 into a triangular frame). Is there support in the volume algorithm for such square and triangle paths?

3) Could you talk about the &quot;Planar Mapping&quot; texture coordinate algorithm? I&#039;m particularly interested in knowing the origins of the strange effect it has when applied to spheres and other rounded prims.</description>
		<content:encoded><![CDATA[<p>Ah, great post! A very fun read for me, and confirmed the mental model I had built up from working with the prims for years as a user. It also has sparked up my imagination, picturing all the things that could be possible by extending the algorithm to support different paths and profiles &#8212; squares, triangles, other regular polygons, stars, and so forth.</p>
<p>Perhaps you could offer some insight on a few things that I have been curious about:</p>
<p>1) It feels to me like Path Cut and Profile Cut are reversed for Cylinder/Box/Prism compared to Torus/Tube/Ring. That is, for Box et al., &#8220;Path Cut&#8221; seems to clearly edit the profile, while &#8220;Profile Cut&#8221; seems to edit the path (using a modified client or the dimpled-sphere-to-box trick to edit that attribute). Is this part of the interface, or part of the volume algorithm? And, was this a design decision, an oversight, or am I just thinking about the geometry in the wrong way?</p>
<p>2) Am I correct in thinking that it should be possible to have torus-like prims, but with a square or triangular path instead of a circle? I.e. something visually similar to 4 wooden rods joined into a square frame (or 3 into a triangular frame). Is there support in the volume algorithm for such square and triangle paths?</p>
<p>3) Could you talk about the &#8220;Planar Mapping&#8221; texture coordinate algorithm? I&#8217;m particularly interested in knowing the origins of the strange effect it has when applied to spheres and other rounded prims.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dumisani Ah</title>
		<link>http://www.realityprime.com/articles/how-sl-primitives-really-work/comment-page-1#comment-10844</link>
		<dc:creator>Dumisani Ah</dc:creator>
		<pubDate>Thu, 11 Sep 2008 17:21:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/?p=264#comment-10844</guid>
		<description>Excellent explanation, Avi, that leaves me with a very clear idea of how everything got started and just how much potential there can be within the basic building blocks within SL.  I watch the OS project with great interest too as it promises so much just from its potential to cross borders ;)</description>
		<content:encoded><![CDATA[<p>Excellent explanation, Avi, that leaves me with a very clear idea of how everything got started and just how much potential there can be within the basic building blocks within SL.  I watch the OS project with great interest too as it promises so much just from its potential to cross borders <img src='http://www.realityprime.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
</channel>
</rss>
