[Bf-committers] supporting 6Dof devices on blender.

Ettore Pasquini ettore_pasquini at 3dconnexion.com
Thu May 24 21:54:10 CEST 2007

On 5/24/07 12:31 PM, "Joe Eagar" <joeedh at gmail.com> wrote:
> Ton Roosendaal wrote:
>>> Ettore Pasquini wrote:
>>> 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.

Hi Joe,

No, there are no sockets involved in the API. The API basically works on
callbacks that the user can define. (More info on our website.) Anyway, I'm
not sure I understand your concern: why are you mentioning sockets?



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