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‘Avatars: Bump Mapped & Cloth’ and ‘Debug beacon line width’: both from the graphics tab. What are they and what do they do? I know what’s bump map. And what’s a cloth. But I can’t connect that to avies. And what’s beacon line width? I know debug! :d
Ow. And why am I walking like a wooden doll would do?!! What happened to my sexy walk?!
And they still didn’t get rid of those ugly feet shadings!
/me thinks maybe group IM being broke is not such a bad thing!
Tags: client update, preferences
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4 Responses to “Bump Mapped & Cloth / Debug Beacon Line Width”
From Wikipedia, http://en.wikipedia.org/wiki/Bump_map
Bump mapping is a computer graphics technique where at each pixel, a perturbation to the surface normal of the object being rendered is looked up in a heightmap and applied before the illumination calculation is done (see, for instance, Phong shading). The result is a richer, more detailed surface representation that more closely resembles the details inherent in the natural world. Normal mapping is the most commonly used bump mapping technique, but there are other alternatives, such as parallax mapping.
The difference between displacement mapping and bump mapping is evident in the example images; in bump mapping, the normal alone is perturbed, not the geometry itself. This leads to artifacts in the silhouette of the object (the sphere still has a circular silhouette).
Grmbl! One day, I’ll really have to shoot you because you keep telling me things I already now! (Luckily, you also say a lot I didn’t know yet. ;))
So. Do you actually _see_ a difference toggling this on and off? I don’t. :( Same for the debug beacon line width!
I’ll have to check out the difference tonight. SL has been so pathetically bad since the upgrade, I was not really checking that part out.
I’ll take some screen shots and post them when I have a chance.
I’ve tried, but a first quick glance at things doesn’t reveal any difference.
Care to comment?