[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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