[Bf-committers] supporting 6Dof devices on blender.
joeedh at gmail.com
Thu May 24 21:31:10 CEST 2007
Ton Roosendaal wrote:
>> Ettore Pasquini wrote:
>> Our thinking was to have an external (GPL'ed) plugin that contains all
>> 3Dx API calls, and then dlopen this inside blender. We would really
>> like to
>> distribute this plugin with blender for a better user experience, but
>> I am
>> not sure if the GPL allows it?
>> I guess it would not be absolutely necessary: a sub-optimal alternative
>> could be that we take care of distributing and installing the plugin.
> For efficient device support, the more you can maintain and distribute
> yourselves the better. You then can also control the installation
> process better; your clients will trust your installer to do the right
> thing. (Blender doesn't require installation).
> For our GPL it is important is that we do not distribute code ourselves
> that dlopens non-gpl compliant plugins. So your latter solution is
> acceptable, and will keep most control also in the hands of your
> company. To summarize;
> - we make the necessary adapatations in Blender code (in ghost library
> probably) to dlopen a 3Dconnexion library (LGPL or GPL). Blender runs
> nicely without that library.
> - that 3Dconnexion library + other software is then being distributed
> by you.
Does the 3DConnextion library have to use sockets to communicate with
proprietary code? Erg this is confusing.
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