[New Feature]: Local Assets: preview mesh and textures from disk before uploading #109
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sky_line/Slipstream#109
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Original request (Lithus)
Local Mesh, similar to how Firestorm does it: upload temporary client-side meshes without having to pay Linden to upload a potentially unfinished mesh.
Scope (expanded)
Preview both meshes and textures from your computer, in-world, before paying to upload them to SL. Only you see them, and they're never uploaded.
1. Local Mesh: port from upstream Alchemy (
develop@902e75e7db, the same base as the Lightbox port):lllocalmesh.cpp/.h. It loads Collada (.dae) and glTF (.gltf/.glb) from disk via the upload floater's loaders and renders the result as an in-world object.floater_local_assets.xml(a Local Assets window),panel_local_asset_list.xml,panel_local_spawned.xml,menu_local_mesh.xml.2. Local Textures:
lllocalbitmaps.cpp, the texture picker's "Local" source). They watch the file and refresh when you save it in your image editor.Vulkan-specific work
LLCleanIngest/LLCleanMeshAsset), not LL's GL geometry path. It has no asset UUID, so it needs a stable local key forgeometryKey(e.g. a hash of the file path + LOD).Size: M-L.
[New Feature]: Local Mesh/Clientside Meshto [New Feature]: Local Assets: preview mesh and textures from disk before uploadingExpanded this to cover local textures as well (both in one Local Assets window), with a plan to port upstream Alchemy's Local Mesh. Thanks for the suggestion!
Done: ported upstream Alchemy's Local Assets (66 commits) and made local meshes render on the Vulkan renderer. Build > Local Assets (or the Local Assets toolbar button) previews meshes (.dae/.gltf/.glb, rez/move/attach/wear, live reload), animations (.anim/.bvh), textures and materials from disk before uploading. Tested; ships in the next beta.