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Re: [Public WebGL] Content licensing
Hi Lee
I'd be interested discussing it with you - whether you feel it
appropriate to do on or off list I'll leave up to you. My email address
is in the header if you wish to contact me directly
thanks
Alan
Lee Sandberg wrote:
Hi Alan
I have a shader solution to the problem. It also saves downloading
time, memory space on both system memory and graphics memory.
It can be cracked, but it's hard.
Regards
Lee Sandberg
On Tue, Apr 13, 2010 at 5:53 PM, Chris Marrin <cmarrin@apple.com
<mailto:cmarrin@apple.com>> wrote:
On Apr 12, 2010, at 8:54 AM, Alan Chaney wrote:
> Hi
>
> I've been excited about the possibilities of WebGL since I first
heard
> about it. One question that has come up in our internal
discussions has
> been that of copyright protection and ownership. In the
comparatively
> simple examples of WebGL use that I have seen so far ALL the
assets and
> the scenegraph are downloaded to the browser and in plain-text
as well!
> Does anyone have any thoughts about how content ownership rights
might
> be protected? I see this as a critical issue for the widespread
adoption
> of WebGL as a platform for gaming.
WebGL doesn't deal with this issue at all. This is a general web
browser issue, and even more generally an issue with any assets
available on the web. I'm not sure what the solutions are, but I'm
sure many have thought about solving them. One of the great things
about WebGL being integrated with the browser is that whatever
solution is available there can be used by WebGL.
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