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.)
>
>
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