Heikki Törmälä wrote:
questions on the viewer (which I don't think are related to modrex,
but could be):

 1) Terrain is able to receive shadows, but if I put objects on a large
plane
      of wood, those objects do not put shadows on the plane. Is the
terrain
      the only object that can receive shadows or is there another
setting?

 2) In porting a script from Second Life -> OpenSim -> Modrex+OpenSim, it
     seems that llParticleSystem is not implemented in rexviewer?

 3) Is vertex animation (an OGRE feature documented in:
     http://ogre3d.org/docs/manual/manual_78.html supported by the viewer?

-p
    
1) In the viewer folder in app_settings/ogre_scene.xml file there is a
setting for shadows. Set the attribute objectshadows to true.
  
I set this to true, relaunched the viewer, but the shadows are not appearing. For
reference, see two pictures below. In the first angle, both the wooden plane and
sphere were set to cast shadows, and they cast shadows on the terrain, bu the
avatar does not cast a shadow on the plane, and the sphere does not cast a
shadow on the plane. The second image to the right just shows that the avatar's
feet do not mesh with the plane - the feet are above the plane by perhaps a quarter
of a meter.


2) In theory almost all SL viewer features should be supported, in
practice some things may be broken. If llParticleSystem doesn't seem to
work it's probably broken. You can post a bug report at sourceforge:
http://sourceforge.net/tracker/?group_id=220608.
  
OK, will do.
3) Yes. It doesn't matter if the animation is skeletal or vertex.
  
Interesting. I'll try this out once I learn more about the structure of the animation
procedure. I have used a tool that creates a .bvh file before, so what you say is that
one can create a .bvh file for vertex movements as well?

-p



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