[Opensim-dev] AssetBase and metadata

Stefan Andersson stefan at tribalmedia.se
Mon Feb 2 07:46:32 UTC 2009


Are we sure all assets have inventory items associated with them?
 
I can think of scripted objects that set textureIds programatically. (Melanie pointed that out to me)
 
You can also have the case where you upload a texture (yes, it's in inventory) apply it to a shirt, then delete the original inventory item (the asset is still referenced from within the shirt asset, but is in no inventory)
 
So I guess I don't understand what specific case you're referring to?Best regards,Stefan AnderssonTribal Media AB> Date: Sun, 1 Feb 2009 23:58:55 -0500> From: teravus at gmail.com> To: opensim-dev at lists.berlios.de> Subject: Re: [Opensim-dev] AssetBase and metadata> > Is there any reason that we don't request items from the asset server> internally by the inventory UUID instead of the asset UUID?> Requesting assets by inventory UUID would make it a LOT simpler to> apply permissions at the trusted service level instead of at the> simulator level.> > Best Regards> > Teravus> > On 2/1/09, Mike Mazur <mmazur at gmail.com> wrote:> > Hi,> >> > On Fri, 30 Jan 2009 07:37:27 -0500> > Sean Dague <sdague at gmail.com> wrote:> >> > > It's fine for the object to be called AssetMetaData, just don't make> > > the property that.> >> > On Fri, 30 Jan 2009 14:51:12 +0000 (GMT)> > MW <michaelwri22 at yahoo.co.uk> wrote:> >> > > I agree, I'd say call the class AssetMetaData, but just call the> > > property (in AssetBase) MetaData.> >> > Makes perfect sense. Thanks for the feedback.> >> > Mike> > _______________________________________________> > Opensim-dev mailing list> > Opensim-dev at lists.berlios.de> > https://lists.berlios.de/mailman/listinfo/opensim-dev> >> _______________________________________________> Opensim-dev mailing list> Opensim-dev at lists.berlios.de> https://lists.berlios.de/mailman/listinfo/opensim-dev
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