Beq's techy blog

Second Life Adventures in Building, Coding & Debugging.

Friday, 3 April 2026

Improving the Blender-> Second Life workflow in Firestorm

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glTF comes to Local Mesh It's been a couple of years since Local Mesh support was added to Firestorm, but with the move away from Collad...
Sunday, 13 July 2025

The Grand old Duke Of Rustica, he had 10,000 prims.

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The Grand old Duke Of Rustica, he had 10,000 prims. He marched them up to the top of the sim and he marched them down again.  And when they ...
Thursday, 17 November 2022

Alpha blend issues? Get them sorted.

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OK, so I'll accept that the title is a little clickbaity, but bear with me, what I am going to explain here will make managing your rigg...
8 comments:
Tuesday, 20 September 2022

Announcing Local Mesh

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Update: January 2023 - Local Mesh is now part of the Firestorm release.  I've been variously dreaming of and promising local mesh for a ...
5 comments:
Thursday, 21 April 2022

How to manage your FPS for events

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 Fantasy Faire is back, so how can we optimise our experience? Fantasy Faire is one of the most popular annual events on the grid. Featuring...
6 comments:
Monday, 21 March 2022

How to use the new Firestorm Performance Floater and Autotune feature

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New Firestorm, new features  The latest Firestorm release has a new feature (albeit one that I still consider experimental), the "perfo...
3 comments:
Thursday, 16 December 2021

Upgraders of the lost ARC

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One of the things that my recent discussion around the issues with segmented, rigged mesh bodies and the issues they cause for viewers threw...
1 comment:
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About Me

Beq
Builder and Content Creator, Firestorm viewer developer. All viewer dev work is unpaid and voluntary, my responsibilities tend to be focussed on OpenSim, Content Creation and performance.
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