[Opensim-dev] future rexviewer merger
Toni Alatalo
antont at kyperjokki.fi
Sun Dec 7 07:32:17 UTC 2008
On Dec 7, 2008, at 8:43 AM, Melanie wrote:
glad to hear my rant was informative at least,
> Had this work been done in collaboration with the OpenSim team, the
> avatar service might have looked somewhat different and there would
> be no modrex, but rather an SceneObjectMesh one.
indeed. in a way i also feel that almost a year was lost in the lack of
coordination. but i guess that just means we must really work well to
get the possible benefits now.
> I personally would be much happier with that, since I do want the
> meshes for my own application, but don't want the avatar service.
yep like i mentioned in the previous post they are orthogonal and
should be separate. was thinking of that earlier this week but didn't
have time to bring up with the Rex people yet.
for my(*) need it is actually good to have extensive Ogre support, and
not a weaker general mesh support. i mean things like particle effects,
post processing, and things in the ogre material system.
(*) am kinda having a dual role here: we have our own company Playsign
that makes games and other things where apply game design, and is
interested in using opensim/realxtend, but am also now again (since a
little less than a month now) working directly for Realxtend too. here
am referring to Playsign needs, as there we have used Ogre for long and
have materials, particle systems etc. ready that would like to use.
the Realxtend need in general i guess matches with the OpenSim thinking
that nothing should be tied to a specific graphics engine, and meshes
(and their basic texturing) indeed are standard enough that they can be
supported in an engine independent way.
i just wish that there's some way that the support for advanced ogre
specific features could be kept too, as an option for the time being at
least .. well, currently that is ModRex.
> Hypergrid is indeed a good example, it was implemented to the proof
(..)
> I would hope and I am looking forward to a similar level of
> cooperation with Rex.
Fair enough.
One possible area for such review and possible refactor etc. might be
also the rex scripting that also introduces some new ideas and where
OpenSim some integration things could be reconsidered.
But the way now is to first get things working in ModRex as they are,
and then get to these next steps.
> Melanie
~Toni
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