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

Joe Eagar joeedh at gmail.com
Thu May 24 22:09:51 CEST 2007

Ettore Pasquini wrote:
> 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?
> Ettore
Mostly because that's the standard GPL workaround for plugins.  Gimp 
uses it, for example.  By interfacing with a plugin via sockets, the 
GPL's viral clauses don't dome into play.  It's confusing. :/



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