or if you had vnc on a prim you could put it on a texture face you are
working on, then full screen an image in photoshop and paint on it and the
changes should appear on the prim in real time

-d

On Fri, Jan 15, 2010 at 8:43 PM, Lawson English <lengli...@cox.net> wrote:

> Mike Monkowski wrote:
> > Stickman wrote:
> >
> >> Second Life suffers from not being able to quickly and easily see what
> >> things will look like when placed inworld. Perfecting a texture
> >> involves editing the texture, saving it, uploading it, applying it,
> >> checking it, then going back to editing. Why can't it just be a case
> >> of "tying" a local texture file to SL, and even if it's only displayed
> >> locally, and then just clicking Ctrl-S to save and having it
> >> immediately applied to the model you're working with?
> >>
> >
> > I can see where that would be quite useful, and I'm guessing it would be
> > fairly easy to implement.  I looked on JIRA and the only thing close I
> > saw was VWR-14492 "Being able to paint and texture directly onto the
> > prims rather than uploading texture from photoshop or another similar
> > program" which is much harder.  You should consider putting it out there
> > and getting some votes for it.
> >
> > Mike
> > _______________________________________________
> >
>
> The simplest in-world 3D tool would be taking my once and future SL <=>
> squeak plugin and applying it as a live VNC on a prim service ala
> Aimee's Recursive Life demo.
>
> https://wiki.secondlife.com/wiki/User:Saijanai_Kuhn/Plugins_discussion#Media_Rendering_Plugin
> -I say simplest because Squeak VNC is pretty much built into the system
> by simply redirecting standard Smalltalk drawing to a pointer to an
> offscreen buffer  and because there is already a simple-to-use sculpty
> maker in Squeak: http://www.planet-plopp.com/   &
> http://www.secondplopp.com/
>
>  The process would involve redirecting SL PLOPP to a SL VNC session and
> mirroring the image changes to  a streaming server, with or without
> interaction/participation from the wider audience. Without the streaming
> server, it would be simply a private VNC on a prim session, which would
> look cute, but wouldn't be collaborative or all that immersive.
>
>
> More elaborate tools would leverage the viewer's 3D rendering engine
> and  control widgets ala the puppeteering code.
>
> https://wiki.secondlife.com/wiki/User:Saijanai_Kuhn/Plugins_discussion#Puppeteering_Plugin
>
> All sorts of hybrid architectures could be developed, depending on how
> the viewer handles locally provided packets and how it exposes various
> kinds of internal events/ stages of the rendering pipeline.
>
> An even simpler model would be to leverage a localhost server
> interfacing with a gridproxy, so that packets could be injected into the
> client via the loopback connection, while a GUI could be provided via
> the built-in browser, or html on a prim (localhost or uploaded to a
> public server or whatever).
>
> The Seaside webserver, written in Pharo Squeak-Smalltalk, is the easiest
> way to get that kind of thing working. It works pretty much out of the
> box for this kind of thing. I've written extremely simple (barely proof
> of concept) prim manipulation tools on a localhost webpage that send
> commands via http-in to a prim. A publicly hosted Seaside server can
> provide that facility for collaboration. Any kind of webserver can do
> this, of course. Seaside is simply a nice turnkey solution that installs
> with one-click on localhost and provides an OOP interface for the GUI
> and control messages. Being required to learn /use smalltalk is the only
> drawback to this solution.
>
> Lawson
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