{"id":1342,"date":"2011-09-13T18:39:00","date_gmt":"2011-09-13T17:39:00","guid":{"rendered":"http:\/\/sl.governormarley.com\/?p=1342"},"modified":"2011-09-13T18:43:00","modified_gmt":"2011-09-13T17:43:00","slug":"orc-slays-arc","status":"publish","type":"post","link":"https:\/\/sl.governormarley.com\/?p=1342","title":{"rendered":"ORC Slays ARC"},"content":{"rendered":"<p><a title=\"Mesh group week 37\" href=\"http:\/\/blog.nalates.net\/2011\/09\/13\/sl-mesh-group-update-week-37\" target=\"_blank\">Nalates Urriah has an extremely interesting update<\/a> from the Mesh user group meeting in which changes to prim equivalence on mesh and changes to Avatar Rendering Cost (ARC) are discussed. There&#8217;s also information about a funky new build panel with confusing looking information in it as part of the details of Object Rendering Cost, or ORC &#8230;. I&#8217;m not making this up!<\/p>\n<p>There&#8217;s a picture on Nalates blog of the new build panel, which you can view <a title=\"Image of ORC\" href=\"http:\/\/s744.photobucket.com\/albums\/xx90\/Nalates\/Blog%20Stuff\/?action=view&amp;current=ORC-bld-pnl-new.jpg\" target=\"_blank\">here<\/a>. I&#8217;m rather amused to see there&#8217;s a &#8220;<strong><em>What is all this?<\/em><\/strong>&#8221; link on that image because a hell of a lot of people are going to be wondering what the bloody hell it all is!<\/p>\n<p>Basically this is all about trying to make things easier to understand, prim equivalence is confusing, Gwynneth Llewellyn recently blogged about how confusing it is and how unfair it seems, you can read that <a title=\"Mesh issues\" href=\"http:\/\/gwynethllewelyn.net\/2011\/09\/12\/shooting-lls-own-foot-why-meshes-will-not-be-a-huge-immediate-success\/\" target=\"_blank\">here<\/a>. The comments are worth reading on that blog post too as people try and get their heads around everything.<\/p>\n<p><!--more--><\/p>\n<p>Prim Equivalence is going to be changed to Land Impact, which may or may not make things easier to understand, but it should avoid issues with people thinking a seven prim mesh linkset is the same as a seven prim normal linkset. Actually last night whilst messing around with basic mesh I managed to link two mesh prims and come out with a prim equivalence of <strong>1<\/strong> but that just goes to show how confusing things can get. However, unless we go to a new standard for all prims, meshes and sculpts, we&#8217;re always going to have confusion, the prim system has always been easy to understand, the problem has been that it&#8217;s not always a fair reflection of resource usage. This will run and run I&#8217;d imagine because I don&#8217;t see any easy fix for this.<\/p>\n<p>Avatar Rendering Cost is about how much load an avatar in your view places on your viewer, this is a viewer side statistic and different people will see different costs on different machines, clear as mud hey? This is one of the reasons why this has always been a controversial feature, although the green, amber and red guides help you personally to see what&#8217;s taxing your graphics card, they are not the same for all people, one man&#8217;s amber is another man&#8217;s red, for example.<\/p>\n<p>Avatar Rendering Cost is going to be recalculated and given a new label of &#8220;<strong><em>Show Draw Weight For Avatars<\/em><\/strong>&#8221; if you want a simple explanation of how these costs are calculated, I can&#8217;t help you, if you want a detailed, complicated, lots of figures and formulae explanation, then read Nyx&#8217;s post on the wiki, which you can read <a title=\"Nyx in land of confusion\" href=\"http:\/\/wiki.secondlife.com\/wiki\/User:Nyx_Linden\/Revisiting_Render_Cost\" target=\"_blank\">here<\/a>.<\/p>\n<p>As with all user group meeting discussions, the information relayed could very well change before being made official, although these changes are well on their way, something could happen to prevent them from being fully implemented, so keep an eye out for more official announcements.<\/p>\n<p>Mesh right now is at a very early stage so it&#8217;s not surprising that issues are still being ironed out, Mesh is not as easy to use as a prim and probably never will be, even texturing inworld isn&#8217;t as straight forward, which may give creators pause for thought on making items modifiable, although eventually I&#8217;m sure this will all be sorted out to a satisfactory conclusion, early Mesh clothing is already running into the issue of people having trouble resizing it, experience will help here and the more people use Mesh the more solutions we&#8217;ll see.<\/p>\n<p>Where this all leads is still open to debate, I&#8217;m not seeing many Mesh buildings, personally I&#8217;ve only just got my head around the concept of being able to upload a Mesh cube that I can texture each face of inworld, and that was by accident, on a <a title=\"SL Universe Mesh Discussion\" href=\"http:\/\/www.sluniverse.com\/php\/vb\/content-creation\/64265-some-beginning-guidance-mesh-conversion.html\" target=\"_blank\">post over at SL Universe<\/a> Dain Shan corrected me when I said it wasn&#8217;t possible, the trick is to assign an individual material to each face of the cube in Blender, then when you upload it, those faces with materials assigned to them act like standards faces and you can texture them individually, although texturing them still isn&#8217;t like texturing a standard prim, the Maths are all messed up for a start, anyway I haven&#8217;t seen many Mesh buildings, possibly because prims are far easier to use still for building, partially because of prim equivalence issues that Gwynneth raised in her blog post too.<\/p>\n<p>Mesh will take a while to reach huge adoption, so there&#8217;s plenty of time to figure things out but I do feel Linden Lab have got it right here in rolling out Mesh before everything was perfect, this way they get a much wider test case and these discussions will be very helpful in making more people desire Mesh.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Nalates Urriah has an extremely interesting update from the Mesh user group meeting in which changes to prim equivalence on mesh and changes to Avatar Rendering Cost (ARC) are discussed. There&#8217;s also information about a funky new build panel with confusing looking information in it as part of the details of Object Rendering Cost, or &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/sl.governormarley.com\/?p=1342\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;ORC Slays ARC&#8221;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[3,14],"tags":[20,1022],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p6rJUK-lE","jetpack-related-posts":[],"jetpack_likes_enabled":false,"_links":{"self":[{"href":"https:\/\/sl.governormarley.com\/index.php?rest_route=\/wp\/v2\/posts\/1342"}],"collection":[{"href":"https:\/\/sl.governormarley.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sl.governormarley.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sl.governormarley.com\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sl.governormarley.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1342"}],"version-history":[{"count":3,"href":"https:\/\/sl.governormarley.com\/index.php?rest_route=\/wp\/v2\/posts\/1342\/revisions"}],"predecessor-version":[{"id":1344,"href":"https:\/\/sl.governormarley.com\/index.php?rest_route=\/wp\/v2\/posts\/1342\/revisions\/1344"}],"wp:attachment":[{"href":"https:\/\/sl.governormarley.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1342"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sl.governormarley.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1342"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sl.governormarley.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1342"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}