[Opensim-dev] Towards 0.5, what's left?
Justin Clark-Casey
jjustincc at googlemail.com
Thu Dec 13 15:59:57 UTC 2007
Actually, I guess we could store uris (resolving to assets through the
rest interface) rather than asset ids. Then, when a user wants to
import that asset to another grid, the importer could fetch assets
directly from the asset server of the originating grid (assuming it's
publicly exposed) rather than having to bundle these things in some kind
of non-standard zip format.
Justin Clark-Casey wrote:
> 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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