Rob Nelson wrote:
> Consider a user in a sandbox who wants to clean up his mess.  If he were
> using a viewer based on LibOMV, all the viewer would have to do is loop
> through the region's object dictionary and return/delete objects that he
> owns.  In the LL viewer (correct me if I'm wrong), LLSelectMgr actually
> returns the permissions (*and owner/creator info*) , so the viewer would
> have to select each and every object within the sim to grab its
> permissions, which seems rather wasteful of bandwidth, and troublesome
> in general.  This works fine for situations where the object is selected
> anyway (when building or right-clicking), but it's horribly inefficient
> for scripting.

A small but important distinction... it's not every object in the sim,
it's something more like "every object that's kind of close by".

I tried to write a client side feature that would gather a list of all
scripted objects in a sim, and the wall I ran into was that the viewer
is completely ignorant of the existence of up to half the objects in a
sim, and has no way of asking for information on them.

-Jason
_______________________________________________
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Reply via email to