Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 684413
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 14, 20262026-05-14T01:48:51+00:00 2026-05-14T01:48:51+00:00

I’ve noticed that most 3d gaming/rendering environments represent solids as a mesh of (usually

  • 0

I’ve noticed that most 3d gaming/rendering environments represent solids as a mesh of (usually triangular) 3d polygons. However some examples, such as Second Life, or PovRay use solids built from a set of 3d primitives (cube, sphere, cone, torus etc) on which various operations can be performed to create more complex shapes.

So my question is: why choose one method over the other for representing 3d data?

I can see there might be benefits for complex ray-tracing operations to be able to describe a surface as a single mathematical function (like PovRay does), but SL surely isn’t attempting anything so ambitious with their rendering engine.

Equally, I can imagine it might be more bandwidth-efficient to serve descriptions of generalised solids instead of arbitrary meshes, but is it really worth the downside that SL suffers from (ie modelling stuff is really hard, and usually the results are ugly) – was this just a bad decision made early in SL’s development that they’re now stuck with? Or is it an artefact of what’s easiest to implement in OpenGL/DirectX?


EDIT:
Having read the answers so far, I’m now thinking that my two examples have very different reasons for using prims:

  • For PovRay, prims may be a side-effect of describing solids as maths functions, which gives benefits for complex ray-tracing.

  • Second Life seems mostly concerned with parametrizing their 3-d elements (both as prims, and as parametric human figures) for performance reasons… it makes perfect sense for an on-line game, I guess.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-14T01:48:51+00:00Added an answer on May 14, 2026 at 1:48 am

    Higher-level “primitives” (spheres, cubes, etc.) carry with them more semantic information about what exactly they are, along with lower bandwidth/storage requirements (a sphere requires 2 parameters – center position and radius – while, say, an isosphere requires as many triangles as necessary to render the sphere).

    Going with the primitives also allows the client-side engine to adjust its rendering based on local capabilities. If you say “sphere”, one client can render with M subdivisions and another with N; if you send the triangles, then the information necessary to re-render at a different resolution is missing. Also, it gives you opportunity to do things such as increase the subdivision count as you move closer to the object.

    I don’t know what Linden Labs was thinking, as I have never worked with Second Life, but if I were building something like SL I would probably lean towards the primitives as the definition and transport format because they carry with them more information which can be used for things like re-rendering, hit detection, etc. Of course, in the end they’ll be converted to polygons for rendering, but that is an implementation detail.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this
link Im having trouble converting the html entites into html characters, (&# 8217;) i
That's pretty much it. I'm using Nokogiri to scrape a web page what has
I have just tried to save a simple *.rtf file with some websites and
I have some data like this: 1 2 3 4 5 9 2 6
I am trying to understand how to use SyndicationItem to display feed which is
Is it possible to replace javascript w/ HTML if JavaScript is not enabled on
I ran into a problem. Wrote the following code snippet: teksti = teksti.Trim() teksti
Seemingly simple, but I cannot find anything relevant on the web. What is the
Does anyone know how can I replace this 2 symbol below from the string

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.