hello maybe we can have 2 solutions : - add opensim status on every page in lslwiki.net (if the owner allows it for sure) - clone the same presentation as the one in http://wiki.secondlife.com/wiki/LSL_Portal ans also make an OSL_Portal
Le 1 mars 2012 04:31, Marcus Llewellyn <[email protected]> a écrit : > 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 > > _______________________________________________ > 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
