[sldev] Object and Texture Cache

John Hurliman jhurliman at wsu.edu
Thu Sep 27 19:34:02 PDT 2007


Kamilion wrote:
> On 9/27/07, Callum Lerwick <seg at haxxed.com> wrote:
>   
>> And a standard serialization format (XML) for SL objects to go with it.
>>     
>
> Technically, this has already been accomplished in libsecondlife.
>
> export and import work using an XML format for an object.
>
>
> Here's an example (9kb, single prim) with a larger object attached (no
> idea if sldev will scrub the attachment.):
>
> [...]

Technically we have something that works, but I'm not really happy with 
it. We're using the built-in object->XML serialization in .NET so that 
is just a reflection of what our internal code looks like rather than 
any sane object serialization format. I think the best way to approach 
this is using LLSD, as there are already functions in the client to 
import/export volume parameters from LLSD. Add in some extra markup for 
textures, flex, light, sculpties, and any prim metadata like 
id/parent/name/description/creator and you should be set.

John Hurliman


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