Karen Palen kirjoitti: > I think realextend is working on that. There are still a lot of issues, but I > think everyone would like to see the capability! >
Yes, using normal meshes in the Ogre format has been working in reX for 2 years now. First in the quick prototype, which was modified SLviewer where Ogre was added, and a modified (fork) OpenSim which could store meshes and materials etc. For about 6 months now the production version of the server has been unmodified OpenSim with the ModRex plugin adding the extensions that mesh support needs. The production viewer is still the prototype that uses both SLviewer and Ogre code, and due to how it switches opengl contexts on the fly it requires good opengl drivers (has always worked on nvidia and at least nowadays on ati too, but afaik not in Intel). Also although it uses cross-platform technologies, the build system etc. were not cross-platform, so people have been running it on Linux via WINE only. But some folks for whom it works have been using it to build etc quite a lot. The new viewer is quite ok under way, writing it started in March and 0.0.2 preview pre-alpha was released about two weeks ago. Uses only Ogre for drawing so works basically anywhere (either d3d or opengl, e.g. intel integrated cards in laptops), and cross-platformness is a requirement so builds on Linux too (and should on Mac). Renders scenes ok and has basic UI for chat and inventory now, info & screenshots at: http://wiki.realxtend.org/index.php/Getting_Started_with_Naali . We're planning the first actually usable release candidate by the end of the year, beginning of next year then bugfixes & polish for that for first production release. Then continue to add missing & new features next year. Please anyone who is interested give 0.0.2 a shot now and report back if there are probs (there is one known stupid bug: crashes on vista with UAC on, doesn't have permissions to write user name to a file in the user home dir - has been fixed in trunk, but if you get that you can run 0.0.2 as admin). At least if you have a powerful machine you can log-in to osgrid or whatever (the amount of prims there is a lot for the unoptimized prim rendering code in Naali - places made with meshes typically have much less objects so are lighter). > For example I have almost 10 years of content that I have generated with > Poser and similar tools which I would be delighted to move to OpenSim! > Much of my Poser generated content could be shared with the community. > I think there's no reason to wait with that if you want, we could experiment with some of those models etc. straight away. There are reX demo scenes etc. and also our company has things we've made in Blender for Ogre games before, but different kinds of content from folks with different usage ideas etc. would be interesting. Oh and also the Idealist viewer (and the 3di browser plugin that uses it) has reX-compatible(?) mesh support? And as Linden has been experimenting with that too, is interesting to see if they actually take it to production use. I hope everyone does and we get interoperability and standards - the basics of meshes have been the same for so long now (15 years?) that seems that there's a change. You are right that there are issues, but also working and even mature technology that we can use today to get started. > Karen > ~Toni > --- On Sat, 11/21/09, Jeremiah Spence <[email protected]> wrote: > > >> From: Jeremiah Spence <[email protected]> >> Subject: Re: [Opensim-users] Basic tutorials in portuguese >> To: [email protected] >> Date: Saturday, November 21, 2009, 2:20 PM >> parabens Americo! >> a general question for all... can we import >> avatars and scenery from a content vendor like Daz3D into an >> OpenSim space? If so, it would allow for the rapid >> improvement of content available in OpenSim. >> -Jeremiah >> >> On Nov 21, 2009, at 2:48 PM, Americo Damasceno >> wrote: >> If >> you read portuguese, can see (many videos) basic tutorials >> about the creation of an OpenSim region on our >> blog: >> http://www.opensimbr.blogspot.com/ >> >> Aproveitem! Obrigado. >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-users >> >> >> -----Inline Attachment Follows----- >> >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-users >> >> > > > > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users > _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
