Am 28.04.2006 um 17:17 schrieb Reed Hedges:
But that's just a second idea I had, not sure yet if it's good or
not.
[...explanation...]
OK that makes sense, though I think it might be a rare vobject that
denies
parenting requests? Anyway, we should come up with a test
application, like a
game or something, and try things out.
From the top of my head, I would say a vobject is justified in
rejecting new parents when it is supposed to be unique. For example,
imagine you just spent a fortnight designing your own individual
avatar model. Now some [EMAIL PROTECTED]& comes by and says, "Cool, I want to look
like this too". That person just links its own avatar as a parent to
your "individual" model property, and nobody can distinguish you from
this [EMAIL PROTECTED]& !
[snip]
CS can handle hierarchical scene graphs, but the VOS plugin for CS
doesn't yet.
I started working on that (it's pretty much required for VRML to
work right),
but haven't finished yet.
One way to do it, once hierarchies are finished, will be to have
the blocks
objcets and the pyramids objects be under two root "transform
groups" that can
be included in one sector. (Currently in my half done work, any
object3d can be a
"transform group" but that can easily be changed to a special
"transform group"
object.) And nothing stops those transform group objects from
*also* being
new sectors themselves :) (So there would be three sectors, two
of which
happen to just group contents for the third.)
Ok, that is an alternative - just creating a meta-world that
*contains* the other two, then displaying this instead of one of the
individual worlds. The meta-world can also be constructed locally in
Ter'angreal when necessary, based on link information as I described.
Ok... I'll just wait for you to finish the hierachical csvosa3dl :-)
Regards,
Karsten Otto
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