[Opensim-dev] Towards 0.5, what's left?
Justin Clark-Casey
jjustincc at googlemail.com
Thu Dec 13 15:43:04 UTC 2007
So to take up the webpage analogy, the serialization you're talking
about is just the pure 'html'? The various bits of binary data which
make up the page/prim (e.g. pngs and gifs for webpages, textures,
scripts and sounds for second life), are represented by uris/asset ids
in the exported xml.
Just as in a 'full' webpage format, a full sl export would also export
those resources in a separate 'package'/'region'/'directory' to which
the asset ids could resolve.
Was actual texture data exported in byte[] format before the libsl
change? I apologise for my ignorance on this point.
Regards,
--
justincc
Stefan Andersson wrote:
> How the textures should be stored on 'export' is another
> question; it's a bit like asking 'how should we save a web page?' - my
> point is that serialization of the group should include group and part
> information only; quite possibly there can be another 'package' or
> 'region' xml dump format, but that's not my concern here - I'm just
> adressing the object serilalization issue.
>
> /Stefan
>
> ------------------------------------------------------------------------
> > Date: Thu, 13 Dec 2007 15:16:57 +0000
> > From: jjustincc at googlemail.com
> > To: opensim-dev at lists.berlios.de
> > Subject: Re: [Opensim-dev] Towards 0.5, what's left?
> >
> > Stefan Andersson wro
> > > We are definitively not going to store the very textures in the
> xml if
> > > that was what you were worried by.
> > In that case, where would the textures be stored on export? And in the
> > longer term, where would the prim's inventory items (including other
> > prims) be stored?
> >
> > justincc
> > > /Stefan
> > >
> > >
> ------------------------------------------------------------------------
> > > To: opensim-dev at lists.berlios.de
> > > From: chernega at us.ibm.com
> > > Date: Tue, 11 Dec 2007 08:18:06 -0700
> > > Subject: Re: [Opensim-dev] Towards 0.5, what's left?
> > >
> > >
> > > If the Texture Data is encapsulated within the XML file it
> > > would lead to very large XML files with repetitive data. Perhaps a
> > > dual strategy here? Command line option to include the
> > > TextureEntry and data within the XML, or write the geometry and
> > > texture all to a single directory. Loading would use the same scheme.
> > >
> > > Brief outline:
> > >
> > > Form 1-
> > > save-xml file <xml-file>
> > > This form saves everything in a single XML file.
> > > This is useful for data warehousing that requires single entry =
> > > single file.
> > > Form 2-
> > > save-xml dir <dir-spec>
> > > This form saves as in example below:
> > > save-xml dir /home/opensim/builds/myhouse
> > >
> > > /home/opensim/builds/myhouse (directory containing):
> > > myhouse.xml
> > > texture001.jp2
> > > texture002.jp2
> > > ...
> > > Form 3-
> > > save-xml backup
> > > This form saves everything into the profile
> > > specified backup filespec. Using a standardized form (likely Form 1)
> > >
> > > Thoughts?
> > >
> > > Gary J Chernega
> > > Deskside Services
> > > ext 845-433-3480
> > > t/l 293-3480
> > >
> > > Considering the current sad state of our computer programs,
> > > software development is clearly still a black art, and cannot yet
> > > be called an engineering discipline. (Bill Clinton)
> > >
> > >
> > > *Michael Wright <michaelwri22 at yahoo.co.uk>*
> > > Sent by: opensim-dev-bounces at lists.berlios.de 12/11/2007 05:34 AM
> > > Please respond to
> > > opensim-dev at lists.berlios.de
> > >
> > >
> > >
> > >
> > > To
> > > opensim-dev at lists.berlios.de
> > > cc
> > >
> > > Subject
> > > Re: [Opensim-dev] Towards 0.5, what's left?
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > Well Load/Save xml are working, its just that the format of the
> > > xml for LLUUID, LLVector3 and LLQuaternion have changed. So if you
> > > do a save-xml now and then try to load it, it should work. But
> > > trying to load a old xml file won't. So it depends if we need to
> > > make sure those old files work, if we spend time "fixing" it.
> > >
> > > Maybe we should take this chance to break other things too. Like
> > > Stephan said, we should get TextureEntry into a readable form.
> > > There are a few other changes we might want to make to. As we are
> > > coming up to version 0.5 we could say 0.5 load/save-xml is not
> > > compatible with 0.4 files.
> > > */
> > > Teravus Ovares <teravus at gmail.com>/* wrote:
> > > Do you think we need to fix Save/loadXML before tying off the
> > > version number?
> > >
> > >
> > >
> > > On 12/10/07, *Sean Dague* <_sean at dague.net_
> > > <mailto:sean at dague.net>> wrote:
> > > We're getting towards the end of the year, and OpenSim has improved
> > > dramatically since 0.4. On the short list of new features is:
> > > * Physics (ODE is impressively stable at this point)
> > > * Grid Mode (though there are still some asset issues)
> > > * Animations
> > > * IM, IRC Bridge
> > > * Terraforming
> > > * Throttling (though not a user facing feature)
> > > (I'm sure I've missed some, please respond with other new features)
> > >
> > > It seems like we should pick a couple of things that would be good to
> > > "finish off" this month, then declare a 0.5 release around the
> > > first of
> > > the year.
> > >
> > > My inclination is to say that bandaiding up current grid asset /
> > > inventory to functioning state would be in that short list. Others?
> > >
> > > -Sean
> > >
> > > --
> > > __________________________________________________________________
> > >
> > > Sean Dague Mid-Hudson Valley
> > > sean at dague dot net Linux Users Group_
> > > __http://dague.net_ <http://dague.net/>
> > > _http://mhvlug.org_ <http://mhvlug.org/>
> > >
> > > There is no silver bullet. Plus, werewolves make better neighbors
> > > than zombies, and they tend to keep the vampire population down.
> > > __________________________________________________________________
> > >
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