On Sat, 9 Jan 2010 20:58:54 +0100, Lance Corrimal <lance.corri...@eregion.de> wrote: > Just saw this on a forum... > > "SL is catching up to BM in the visual area with SL 2.0 which will > have global illumination (shadow), direct mesh model import and C++ > programming, it's due to release in by March."
(I assume you already read recent articles in the official LL blog) * re: rendering shadows are already in the main viewer (even if not enabled by default, and you must use Debug Settings to enable them) since 8 months ago, you could also compile sources from the Render-pipeline branch and build a viewer with even more advanced illumination features, e.g. - projected textures: http://friendfeed.com/secondlife/c3a6d17b/how-to-build-your-own-sl-viewer-with http://www.youtube.com/watch?v=KaMtPsL_aaE - projected video: http://www.youtube.com/watch?v=lHF6y_iqTi8 according to Andrew Linden, the rendering in SL Viewer 2.0 will be the same than in Snowglobe http://friendfeed.com/secondlife/6029352b/some-details-about-future-development-of * re: programming don't expect C++, but C# instead. I didn't hear any ETA about it, but according to Babbage Linden, "the C# implementation in SL is going to be fairly complete". (Personally I think that will come some time after the new Viewer release) you won't find Viewer 2.0 sources yet, but we had some confirmation from various Linden employees that Viewer 2.0 will still be open source. also read what Andrew Linden said about this at https://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2010_01_07#msg_53 HTH. ciao, Opensource Obscure -- http://opensourceobscure.com - http://friendfeed.com/oobscure _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges