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 > > > > > > > > > > > > > > > > > > > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/SLDev > Please read the policies before posting to keep unmoderated posting > privileges >
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