[sldev] [VWR] VWR-489 Multiple Attachments per Attachment Point.
Obsidian Kindragon
Kindragon at comcast.net
Wed Aug 12 16:42:23 PDT 2009
"1) LSL Scripting allows manipulation of attachments, and for
attachments to continue to work properly, changes would need to be made
to server code to handle the multiple attachments."
Actually, this is one of the neat parts you can see from the link. The
only code that needed to be changed was in the one file. There are new
constants declared that can be called from the client, as it's jsut a
reference number for attachment point.
"2) More attachments will impact the 'silicon footprint' of avatars (it
could be that LL is still pondering the impact of this change to
performance of both server code and client)."
Well I guess the question is, is having a "furry paw", a "glove", and
then a "sword" attached to the same spot more expensive than having
those three items linked together and then worn on the attachment point?
Possibly, because it'd require three calls to the asset server to
recover the attachments. But does that outweight the usefulness and
simplification of allowing a user to be able to just take off the
"sword", "glove", or "furry paw" independent of the other objects?
We did see mention that this is already included in the RestrainedLife
viewer and no averse issues have been encountered so far, and I've yet
to see any averse issues after installing the mod on my end.
- Obsidian Stormwind
jodiah at my-webhome.com wrote:
> Hi all,
>
> I would love to see more atachment points, or multiple attachments per
> point, but I have a couple of thoughts on the matter.
>
> Some things that haven't been mentioned here that I think should be
> mentioned...
>
> Implementing multiple attachments per attachment point has
> implications beyond the client.
>
> 1) LSL Scripting allows manipulation of attachments, and for
> attachments to continue to work properly, changes would need to be
> made to server code to handle the multiple attachments.
>
> 2) More attachments will impact the 'silicon footprint' of avatars
> (it could be that LL is still pondering the impact of this change to
> performance of both server code and client).
>
> 3) probably a lot of other stuff I haven't thought of or mentioned here :)
>
> I believe these points may be (contributing to) why we have not seen
> the multiple attachment change rolled into an official viewer yet.
>
> Great idea, just a bit more complex than it looks at first glance, I
> think.
>
> Regards,
> Jodiah
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>
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