[sldev] Client FPS & LLQuaternions

Thomas Grimshaw tom at streamsense.net
Sun Feb 17 21:21:30 PST 2008


I've undone the zerocoding, and the official client only sends three F32 
values per llQuaternion in
the AgentUpdate packet. I've also written my own dummy client, and confirmed 
that 16 byte
values are not accepted by the sim in this particular message.

Cheers

Tom

----- Original Message ----- 
From: "Kent Quirk (Q Linden)" <q at lindenlab.com>
To: "Thomas Grimshaw" <tom at streamsense.net>
Cc: "Second Life Developer Mailing List" <sldev at lists.secondlife.com>
Sent: Monday, February 18, 2008 5:18 AM
Subject: Re: [sldev] Client FPS & LLQuaternions


>A quaternion can be used as a way of expressing a 3D rotation. Second  Life 
>uses unit quaternions, which would normally be expressed as four  real 
>numbers.
>
> As far as I can tell, the Message_Layout page is correct -- it should  be 
> 16 bytes, or four F32 values.
>
> What makes you say it's only 12? The AgentUpdate message is zerocoded  --  
> are you perhaps getting misled because zero values are compressed?
>
> Q
>
>
>
> On Feb 17, 2008, at 8:19 PM, Thomas Grimshaw wrote:
>
>> Secondly, LLQuaternions
>>
>> Could somebody please update this wiki page:
>>
>> http://wiki.secondlife.com/wiki/Message_Layout
>>
>> to describe the correct LLQuaternion specification. That page  describes 
>> it as 16 bytes, however it seems both the official client  and LibSL 
>> sends 12 bytes in the AgentUpdate packet. What gives?
>
> 



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