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Please be more clear about what you are suggesting.
I assume this means sculpties (rez a prim, apply a sculpt-map)? And you are slicing textures? You completely lost me on threading slices... |
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Organizing points by slice: If the surface is not convex, then the slice can be avoided. Otherwise, there is no determinate time from import to render. I can't tell you how long it will take to find all convex surfaces, but it can be computed to completion. The other way is a recursive routine, with also not knowing the time it will take. Slices are also a low level method on array manipulation, if implemented. |
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The main issue I had with importing sculpts was it needed to be sliced before imported. Now, the slices can be put onto an idle thread with possibly more slices delayed variably while queued on that idle thread. I find that smoother than having a cunning equation to slice all new surfaces (at once, I tried).
I usually imagine a vase with the camera rig just outside the top. It almost doesn't need to be sliced. I'm trying to move/iterate the rig to get the full convex area. Multi-tasking this one seems like low hanging fruit.
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