Well there are a couple of reasons why not, most of all is that I am involved with a bunch of RL things that take most of my time. The time I do get to spend here I have been using to bring up my own sim under V0.7.x<br><br>
Last time I looked the realXtend stuff (including the viewers) was Windows only and I use Linux almost exclusively for my software development now. One of the very few exceptions is a Win 7 partition devoted to Poser Pro.<br>
<br>It was Adam's stuff that I was referring to with the OS "hooks" - I have no idea about the specifics though.<br><br>From what I have been seeing with the current Linden Lab/Second Life drama(s) I sure wouldn't count on Second Life to do much of anything for a long time! <br>
<br>I monitor a web site that specializes in "restrcited" stocks like Linden Lab and I notice that they haven't even posted a bid on that stock since March. Even for a pre-IPO stock that is a very long time without any buyers - there is almost always someone willing to buy at a steep enough discount. This leads me to believe that the Linden Lab situation of far worse than anyone is admitting.<br>
<br>All of that being said, I do hope to get involved with your efforts (and maybe do some Linux/Ubuntu related support :-) ) once other things settle down a little.<br><br>Karen<br><br><div class="gmail_quote">On Sat, Aug 28, 2010 at 4:52 AM, Toni Alatalo <span dir="ltr"><<a href="mailto:antont@kyperjokki.fi">antont@kyperjokki.fi</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class="im">On la, 2010-08-28 at 02:23 -0700, Karen Palen wrote:<br>
> As a long time Poser enthusiast with 14Gb of Poser based models, I<br>
> count myself as one of those eagerly awaiting mesh support!<br>
<br>
</div>This begs the question - why not give the existing opensource tech for<br>
opensim & meshes a try then?<br>
<br>
You don't have to even install the rex module to your server if wan't to<br>
try, 'cause the default realXtend test world at <a href="http://world.realxtend.org:9000" target="_blank">world.realxtend.org:9000</a><br>
is configured with auth off and allows building, so works as a sandbox.<br>
We also had a rex-enabled region on osgrid at a point, perhaps should<br>
put it back on so you can just teleport.<br>
<br>
I've experienced that testing out and doing things, like putting some of<br>
your favourite meshes to a scene so that can walk around them, perhaps<br>
attach some fun LSL to them etc., gives you more ideas of what can do<br>
etc., so can be useful even if you don't up ending that tech for<br>
production. BTW in rex you can also use skeletal animations in normal<br>
meshes in the scene (not just avatars).<br>
<div class="im"><br>
> Many of the "hooks" have been added to OS V0.7.xx, but there is still<br>
> work to be done.<br>
<br>
</div>What do you mean? I haven't noticed, apart from Adam's SOG/SOP refactor<br>
in that branch which is partly about changing the internals so that<br>
things like prims and meshes can be implemented in modules (ModMesh,<br>
ModPrim etc. that add those components and can be configured on/off<br>
etc).<br>
<br>
Sure it'll probably be great when Linden finally comes out of the closet<br>
with their LLMesh support. I've personally been quite surprised that<br>
it's been taking so long, after they started on it 1,5 years ago and<br>
showing screenshots a year ago and people saying in early Feb this year<br>
that it'd be out of the private testing in late Feb etc. But I guess<br>
things are not so easy when you have a world to run with lots of people<br>
using it etc.<br>
<br>
So am curious if there's something stopping you now, and we can help if<br>
there are questions or quirks along the road.<br>
<br>
> Karen<br>
<br>
~Toni<br>
<br>
BTW: after we introduced the mesh support 2,5 years ago, we haven't been<br>
just sitting on our hands but done some other things .. like full scene<br>
export from blender & max & maya and friends, a new modular viewer with<br>
a customizable UI, support for adding your own client side features in<br>
plugins, and now finally support for arbitary data in scene entities<br>
that is synched between the server & all clients so custom functionality<br>
can use it all over .. we'll now improve the APIs and make new demos<br>
during the rest of the year so can show something fun :)<br>
<br>
It is all developed in the open, no behind closed doors dev or private<br>
betas, and is open for suggestions and contributions etc .. so please<br>
feel free to try and welcome to participate!<br>
<div class="im"><br>
> On Fri, Aug 27, 2010 at 6:53 PM, peter host <<a href="mailto:virtualregions@gmail.com">virtualregions@gmail.com</a>><br>
> wrote:<br>
><br>
> All in all, it's a pain in the A.., and good support for<br>
> Meshes are<br>
> one of the most users-awaited features in OS/SL<br>
><br>
><br>
><br>
><br>
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