[sldev] Extensible Asset Data Format (Re: Hide geometry)
Tigro Spottystripes
tigrospottystripes at gmail.com
Sun May 17 17:03:35 PDT 2009
a while back I suggested a friend of mine that plays with the client
code (might have been the guy that made flexy sculpties for the first
time, my memory isn't quite clear about that) to modify the client to
read shader programs from notecards in a prim and use the specified
shader on the prim, he told me it was way too complicated to find the
notecards on every prim on screen and associate them with the prim they
are in, not to mention actually implementing such a shader system
Dale Mahalko escreveu:
> Dahlia,
>
> Actual mesh file format support, through an extensible asset storage
> interface, using notecards for extended support of new datatypes not
> officially approved by LL? What a concept.
>
> Actually I've been thinking about an extensible asset storage method
> for a while. This would allow people to develop new client features
> that go way above and beyond what asset types LL directly supports, to
> splice in whatever 3D or other object support they want. NURBS, whatever.
>
> Just as long as notecards can handle binary data rather than plain
> text -- or use something like yEnc on usenet for putting raw binary
> into notecards. Just segment the data across chains of notecards, as
> in actual Usenet postings. Do we next throw in PAR encoding for when
> all the notecards don't load? ;-)
>
> Heck, don't even need LL approval to do this, as long as the new
> exentisible asset storage is compatible with the existing notecard
> data type. (I can hear a dozen Lindens going.. whoah... whoah... slow
> down..)
> - Dale Mahalko / Scalar Tardis
>
>
> On Sun, May 17, 2009 at 6:39 PM, Dahlia Trimble
> <dahliatrimble at gmail.com <mailto:dahliatrimble at gmail.com>> wrote:
>
> How about just putting the text of a .obj file into a notecard and
> using that? It would be compatible with the current asset system.
>
>
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