[sldev] [VWR] What about Dillo

Callum Lerwick seg at haxxed.com
Tue Nov 6 13:24:42 PST 2007


On Tue, 2007-11-06 at 01:43 -0700, Lawson English wrote:
> you'd have 2 laers on a prim: texture and on top, SVG. This would 
> alleviate the need to handle textures in SL SVG, which might be a tad iffy.

http://www.c2.com/cgi/wiki?TwoIsAnImpossibleNumber

Also note that SVG itself supports arbitrary embedding of images.

It would be neat if SL at least had the "shader" functionality that
Quake 3 did in *1999*. You can manage most of them with some painstaking
prim layering, but that's a hack vulnerable to Z buffer rounding error
and LOD throwing things off. Quake 3 *is* GPL now... :)

And I still think it should be possible to directly write GLSL shaders.
Of course, there would have to be a provision for non-GLSL fallback, as
it's still going to be a few more years before we can expect it to be
universally available.
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