I also wrote an OAR converter "Convoar" which converts OARs to GLTF scenes. https://github.com/Misterblue/convoar .
The converter does a raw conversion (good for editing in Blender, etc) and optimized conversions -- one which does material and mesh instancing and texture size reduction and another which combines meshes that share materials. The layout of the vertices, etc is optimized for most GPUs. There are several converted OAR files available for web viewing at https://misterblue.com/oars/ . == MB On Mon, Dec 17, 2018 at 1:06 PM Tommy Anderberg < tommy.anderb...@simplicial.net> wrote: > On Mon, 17 Dec 2018 13:49:40 +0000, Adam Frisby <a...@deepthink.com.au> > wrote: > > Lumberyard requires you host any backend servers on Amazon AWS, FYI. > > Ah yes, "your Lumberyard Project may not read data from or write data to > any Alternate Web Service"; clause 57.4 (b) under > > https://aws.amazon.com/service-terms/ > > Curiously easy to miss... > > > There's another engine starting with 'X' (something like Xenon) which > > was open sourced recently from a commercial studio which might be > worth looking into too. > > Xenko, I guess: https://xenko.com/ > Interesting history: https://en.wikipedia.org/wiki/Xenko > > Looks nice. C#, MIT license, VR ready, "experimental Linux support", and > there is an open issue about MacOS export: > https://github.com/xenko3d/xenko/issues/63 > > > I wrote a script (it's in our editor pack) which removes the > duplicate > materials which speeds up rendering dramatically. > > Thanks, I'll have to try that. :) > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@opensimulator.org > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > _______________________________________________ Opensim-dev mailing list Opensim-dev@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev