[sldev] [VWR] What about Dillo
Lawson English
lenglish5 at cox.net
Tue Nov 6 16:16:48 PST 2007
Callum Lerwick wrote:
> 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.
>
I'd worry about that because "how many?" and "what size?" needs to be
answered. "None" seems the easiest answer. Argent seems to think that
realtime layering of svg over a prim would be difficult, but I think it
wouldn't be that hard. No harder than handling llSetSVG, as an upgrade
to llSetText.
> 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.
>
Zero believes that even the limited capabilities of Apple's Quartz
Composer might be too dangerous to allow when dealing with arbitrary
shading. I'm sure that the opportunity for griefing is quite real, even
for such simple code, so we'd have to be very careful there. SVG could
be abused as well, of course.
Lawson
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