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Clarification: this is about mesh objects, where each sub-mesh is a "prim".
Reminder: In Halcyon (still exclusively as far as I know) the edit window calculates the land impact of an object after the total number of vertices, while SL (still today?) counts each sub-mesh as one prim with a LI of 1. This allows for mesh objects to be very numerous, as, once linked, they are not counted against the total LI allowed in the region.
But I found out that worn objects have their LI calculated in the SL way. That is, a single mesh tree with a LI of 60 appears only 1 when worn. I tried with my Mahakali locomotive: its LI is 125, but when worn the edit window says 145, which is the number of prims.
Ok we are not wearing locomotives everyday, but we can have ellaborate hairs, jewels, weapons, etc. So that it would be useful to have the LI of worn objects calculated the same way as rezzed objects.
The text was updated successfully, but these errors were encountered:
Clarification: this is about mesh objects, where each sub-mesh is a "prim".
Reminder: In Halcyon (still exclusively as far as I know) the edit window calculates the land impact of an object after the total number of vertices, while SL (still today?) counts each sub-mesh as one prim with a LI of 1. This allows for mesh objects to be very numerous, as, once linked, they are not counted against the total LI allowed in the region.
But I found out that worn objects have their LI calculated in the SL way. That is, a single mesh tree with a LI of 60 appears only 1 when worn. I tried with my Mahakali locomotive: its LI is 125, but when worn the edit window says 145, which is the number of prims.
Ok we are not wearing locomotives everyday, but we can have ellaborate hairs, jewels, weapons, etc. So that it would be useful to have the LI of worn objects calculated the same way as rezzed objects.
The text was updated successfully, but these errors were encountered: