Dzonatas, first of all, it's important to be clear that VWRAP has not yet written up anything concerning handling of objects or avatar meshes, so this post at most reflects some of the informal discussions that we've been having on the topic. Bear that in mind here.
VWRAP is intended to be an interop protocol for virtual worlds. Defining the worlds or the viewers themselves is entirely outside of the scope of the VWRAP working group. Although the following is somewhat self-referential, it is perfectly correct to say that the only requirement that VWRAP will place on virtual worlds or on viewers is to be VWRAP-compatible, in other words to be able to speak the protocol. And what's more, the protocol is intended to be extensible so that it can cope with worlds and viewers evolving as the VW scene matures. This addresses your question rather indirectly. Neither object meshes nor avatar meshes are likely to be defined in VWRAP, because that would hardwire them in. Instead, VWRAP decouples as much as possible into *services*, and addresses how those services can be accessed. All digital objects are likely to be stored in services, and this includes all mesh types of course. As a result, it is very likely that VWRAP will be transparent in respect of the avatar (and object) meshes it can handle --- it will be a matter for the viewer to be able to render a particular world's avatar mesh if a world supplies it. Note that we cannot know at this time whether the evolving metaverse will standardize on particular forms of avatar, and of course we would not wish to constrain users of the protocol to the current low quality avatars either. That creates a very strong requirement for avatar agnosticism. It's worth highlighting again that by focusing on *services* we can avoid prescribing anything in this area, while being able to transport to the viewer whatever the services choose to offer. Morgaine. ========================================= On Thu, Mar 18, 2010 at 8:18 PM, Dzonatas Sol <dzona...@gmail.com> wrote: > Morgaine wrote: > >> As an example, it is quite easy to imagine VWRAP providing transport for >> Collada mesh objects that work in Opensim long before they do in SL. >> > Can we clarify this a little about the mesh. Is this the mesh in regards to > the avatar or the mesh of objects in the environment itself. > > I still have it on the chalkboard that avatars might actually use quite > drastically different models within a scene. That would assume the simulator > that encapsulates the scene doesn't dictate the limits of the model of the > avatars in the scene. > > A bit of freedom of expression for those that can handle the details. >
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