I gather here knowledge about meshes. As a user, it is a brand new technology for me and here is what I understood about it. (But it doesn’t mean God told me that !)
First of all it is important to improve graphics preferences because mesh details are based on distance.
“Me” -> “Preferences” -> “Graphics” -> choose “Advanced” to acces the graphics details.
Then set the “Objects” cursor to the max. and “OK”
If your computer becomes lazy because of this, just adjust the “Draw Distance : 200 meters is enough. The draw distance is the most influent setting of performances.
Others setting can be adjusted too, but with less consequences on your SL experience. It’s good to reduce the “max non impost0r avatars” if you use an old computer. For sample :
– “Max particule count” is set to 256
– “Max non-impostor avatars” to 12
– “Post process quality” to max
– “Objects” to max
– “Flexiprims” in middle
– “trees” to low “
– “Avatars” to low/mid
– “terrain” to max
– “sky” to mid
Avatar Physics, and water reflections, rendering, etc… are really based on computer performances…
An other important thing is to set rendering as following : (Advanced window > Debug settings)
Meshbytespertriangle : 128
Meshmaxconcurrentrequests : 128
MeshminimumByteSize : 1
Then about land impact (LI). (Following statements pasted and adapted from Joyus Sohl)
Since mesh was introduced into Second Life, objects are assessed by “land impact” instead of “prim count”. You might have thought this was for mesh only, but it’s not ! You can take advantage of the new “rules” for determing “prim count” on your land, and reduce the prims of existing objects and builds by changing the physics shape type of your object. This method has limitations, but a good builder can quickly see the advantages. It’s wonderful because it allows you to use more prims to get the design you want, and fewer sculpts. And it rewards those of us who avoid scripts!
Here’s how :
Right-click your object and select “edit”. In the “features” tab, you’ll see “physics shape type”. This setting influences your prim’s ‘land impact’. Setting it to “convex hull” or “none” can potentially reduce the land impact of your linked builds.
1. “convex hull” – makes the prim a solid prim. Good for walls and floors. However, it fills in the entire prim. So, if you use a hollowed prim for a doorway, the hollow will be solid. You can set that prim to “none” instead, in some cases.
2. “none” – makes the prim “phantom”. This could work for some hollowed prims, depending on their purpose.
3. If you use “none” … it can’t be a root prim. The root prim of your link must be “convex hull” or “prim”.
4. If your prims contain scripts, set to them to “prim” … Otherwise, they’ll count MORE than their actual prim count.
5. If they are sculpts, this is where it’s strange. Normally, it works best to set sculpted prims to “prim”, or they will have more land impact. However, some of us have been experimenting with linking smaller sculpted prims, such as vases in a palace, and were able to reduce the land impact. I don’t yet have the exact guidelines – we’re still experimenting.
How I link builds now :
1. Non-phantom prims (including collision prims)
2. Non-phantom sculpts
3. Phantom sculpts
4. Scripted items
Last but not least, about texturing.
Texturing meshes is not difficult. It is like for usual prims or sculpts. Just remind you might have to change the mapping setting on “planar”
Some interesting wikis :