I guess I should say something now about Dolphin Viewer 2, and mesh.
I just did that in an email mini interview with Inara Pey for her blog, so I’ll just throw in the link here.
To make the difficulties quite clear:
To upload mesh, the viewer needs to be able to do what is called “convex hull decomposition” on the uploaded mesh object. This is for the purpose of creating the “collision mesh”, which determines where the physical hull of the object is, the surface that things bounce off. Simply, with that you can walk across a mesh boulder without the need for it to be phantom + a non-phantom invisiprim, but you don’t walk on empty air a foot over the rock either, like you would with a sculpt.
The problems for Third Party Viewers come from the fact that the original source code uses parts of the Havoc physics engine to do this, and that code can’t be given away, because it’s not open source.
Several members of the Snowstorm community are working on a replacement that is based on an open-source physics engine, and so far they have something quite promising but not quite ready. Things are looking good though.
Another hot topic are the new (and in my opinion much improved) web profiles.
The web profiles were removed from Dolphin Viewer 2 in release 2.5.3 because back then, they were just way too broken for me to be happy with having them in a viewer meant for actual daily use.
Let’s just be quick and painless: Any 2.7 / 2.8 based Dolphin viewer (the version yet to come that will have mesh) will also have web profiles. And since I’m kind of forced to wait for the people with the mesh open source thingie, I’ll be working on plugging the new web profiles back into Dolphin 2.5 in the meantime. With some small improvements of course or my avie’s name is not Lance Corrimal