Re: Thoughts on AC3D for Second Life
I'm not with Inivis, but I've worked on a couple of the SL plugins.
I actually played around a bit with writing a plugin like you ask.
There's a couple of snags that make it tricky: AC3D doesn't store internal rotations, and SL doesn't use unified textures. Also some of SL's prim modifications seem to be non-linear, or computed in a non-obvious order. I tried poking around in the viewer source to see if I could find what they were doing, but as far as I could tell the prims are built a face at a time; there is no part of the source that assembles a complete prim per se. (Surprising if it's true! I would have done at least some it as a vertex shader!)
I haven't come up with a good solution yet. I've contemplated that maybe it's possible to fake non-unified textures by composing the "prim" out of multiple objects grouped together, but I'm not sure.
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