[sldev] [VIEWER] SVG on a prim, a HUD, and in the viewer itself
as a new GUI...
John Hurliman
jhurliman at wsu.edu
Sat Sep 8 20:31:03 PDT 2007
Callum Lerwick wrote:
> On Sat, 2007-09-08 at 16:24 -0700, Lawson English wrote:
>
>> I know that everyone wants HTML on a prim, but it seems to me that SVG
>> on a prim, as a vector graphcis format, not a webpage format, would be
>> ideal as a texture for SL.
>>
>
> This would take about 5 minutes of coding, using librsvg.
>
> Seriously.
>
> (Not counting the fact we can't mod the grid. How much checking do the
> asset servers do on uploads, anyway...)
>
> ------------------------------------------------------------------------
There is no need to modify the grid to do this. I have made specialty
prims similar to this for commercial projects (not using SVG though),
and while it would be much easier with Qarl's custom attributes bits it
is still possible with what we have today. I think the "we can't do
anything unless you rewrite the grid" meme was started by people who
lack imagination. To answer your question about asset uploads, some of
the asset types do either no checking or very minimal checking and it is
trivial to embed custom data. If you have specific questions about any
of it contact me off-list as I'm not sure uploading arbitrary assets and
mangling prim data are on-topic for the list, though I would really like
to see a custom client with SVG support.
John Hurliman
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