Thanks Adam! On the other hand, for sculpted prim, is there information on how we can locate the PCODE, LocalID, ParentID, etc. for the primitive being decoded?
Shun-Yun On Wed, Sep 30, 2009 at 11:28 AM, Frisby, Adam <[email protected]>wrote: > It’s plain old JPEG2000 format – used on both sculptmaps and texmaps. You > can export the data as a .j2c file and it should load fine in any J2C > viewer. > > > > Adam > > > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Shun-Yun Hu > *Sent:* Tuesday, 29 September 2009 8:23 PM > *To:* [email protected] > *Subject:* [Opensim-dev] OpenSim content format decoding > > > > > Hello all, > > We've been trying to develop a light-weight Opensim-compatible viewer that > might work like an IM, while being scalable in the number of concurrent > users inside a region (based on http://vast.sf.net). > > To make the client as thin as possible, we tried to handle the few > supported tasks with native programming (not using 3rd party libraries). > > We understand that libomv is the main channel between a server and client > and have looked into its code to understand the content format. However, > right now we've encountered the problem of decoding certain texture formats, > as well as the 2nd life scruptedprim format. > > Is there any documentation available on these formats? and what might be > the best way to go about our experimentation? > > Any suggestions / pointers are appreciated. > > Thanks! > > Shun-Yun > > > > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev > >
_______________________________________________ Opensim-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-dev
