Hypergridding with ModReX

March 21, 2009

Background: ModRex is an interface between the OGRE-based RealXtend viewer and OpenSimulator. Explanations of how to compile modrex under Linux and Windows can be found here.

Info: All images contained in the posts can be clicked to get the full resolution image.

Initial Hypergrid Tests: Using the hypergrid capability in opensim v. 8822 and modrex v. 99, I visited a few regions to take snapshots. This was previously not possible since modrex did not permit multiple regions–only a single one. Here is a hyperjump to The Study of Racialism sim operated by Backintyme Publishing, via the list of publicly available hypergrid nodes:

link-region 1002 1002 sim.thestudyofracialism.org:9000:racialism

snapshotll2 snapshotrx1
The image on the left is obtained by toggling SHIFT-R inside of the rexviewer, and the image on the right is the default OGRE-based rendering. The following differences are notable:

  • Tree prims, flexiprims (the flag) and llparticlesystems are not implemented. Rex has other means, often of better quality, for achieving these effects but they not carried through for pre-existing opensim worlds (which seems to be the purpose of modrex).
  • The avatar in the LLviewer mode has no clothing. A rebake of the character didn’t work.
  • Is it possible to texturemap the terrain in the rexviewer? Not sure if this is yet surfaced through modrex?
  • texture animation (the flame) doesn’t work and is shown instead as a composite texture of the individual animation frames.

After teleporting to Cyberlandia (which is another entry in the public hypergrid list), we can compare results here:

snapshot_011 snapshot_010

The mountain on the left is not rendered correctly in rex, possibly because of a height-based terrain texture that is missing? Instead, the top of the mountain appears black. I like the fade-out of rendering in rex (the shale blue rendering of the tower in the distance), as opposed to the sudden, and discrete, jumps found in the LLviewer.

Rexviewer has a lot of potential for opensim, and so, the work to get it to be compatible with existing opensim content is an ongoing process. As opensim users use this viewer, they may wish to take advantage of features that are not available in the LLviewer such as:

  • The ability to see shadows, at least on the terrain (I’ve not figured out how to see shadows on other geometry). The addition of a “turn on shadows” in the viewer would help existing opensim content. The way it is done now is on a per-object basis.
  • The ability to produce a  new range of lighting conditions and particle approaches

Hello world!

March 21, 2009

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