I often take my own custom client for granted. I forget that people can't select compression levels (ratios are preserved, the textures work for me and others fine) and a checkbox whether alpha channel should be included. Additionally asset size statistics for memory usage when uncompressed and network bandwidth + asset server usage for when compressed.
http://i56.tinypic.com/20iz592.jpg [If only I could have made it adjust upload fees based on size..] - Nexii On Mon, Jan 10, 2011 at 7:05 PM, Joshua Bell <j...@lindenlab.com> wrote: > On Mon, Jan 10, 2011 at 9:28 AM, Dave Booth <d...@meadowlakearts.com>wrote: > >> Thats a pretty good bit of thinking out loud there, Ponzu.... >> >> Personally I'd say thats a "clean" fix for this. However it all depends >> on how things are stored server-side - if the asset server code >> automatically assumes that every texture has an alpha channel and >> supplies a "solid" one for those where the upload doesnt provide one, >> any benefit of specifying at upload time is moot. > > > The asset upload/storage system handles 3, 4 or 5 channel JPEG2000 textures > and doesn't tinker with the channel data. The bulk of the textures in the > asset system are 3-channel (RGB). > > (Excellent question, BTW.) > > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges >
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