On 2/29/2012 7:11 PM, Dr Ramesh Ramloll wrote:
:( I looked at the list and I feel somewhat worried that geometric
functions such as llDetectedTouchPos ... just one of them, is not on
this list.
And here I was dreaming of how the latest things I implemented would work.
Cannot complain because opensim is free, but u can understand my :(

I can help a bit here my assuring you that there are implementations for various llDetectedTouch functions in OpenSim. I haven't made use of llDetectedTouchPos myself, but I have used llDetectedTouchFace and llDetectedTouchST in the Speedbuild Board on OSGrid which sees regular use, and has had no issues. Taking a quick look at OpenSim's code, I can see that there are also implementations for llDetectedTouchBinormal, llDetectedtTouchNormal, llDetectedTouchPos, and llDetectedTouchUV.

In my experience, the default script engine in OpenSim does have its own quirks. There are slight differences in variable scope and error handling. OpenSim's XEngine tends not to be as tolerant of many of the little tricks and shortcuts that are permissible over at SL. I find it is generally best, when possible, to write script specifically for OpenSim. You certainly can port a script to or from SL and OpenSim, but one needs to be prepared to chase down errors and rewrite lines that the script engine doesn't like. The larger and more complex the script, the worse this chore can be.

I think the largest differences will be seen in any script that deals with server-side physics. This isn't so much the script engine's fault so much as that OpenSim's ODE physics engine and many of it's settings are simply different than the Havok physics engine that SL uses, and ODE often handles physical objects with much less finesse.

Marcus
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