> >> a) declare that the images as they are are 'enough' to be considered > >> 'prefered form of modification' and leave it as it is
> Raul Miller <[EMAIL PROTECTED]> writes: > > If the 3d models were available, I imagine they'd be the preferred form > > for modification. > > > > Since they're not available, through neglect, I don't see that they're > > preferred. On Tue, Dec 14, 2004 at 10:06:45PM +0100, Ingo Ruhnke wrote: > So deleting the source makes it ok to distribute binary-only? That's not at all what I said. Since no one has cared enough about these 3d models -- to the point that they apparently do not exist any more -- it doesn't seem reasonable to claim that people prefer to work with these 3d models. > >> b) consider it a violation of the GPL and no longer distribute it > > > > If someone had the 3d models and they considered the sprites to be > > derived works based on those models, then we'd have to go for option b). > > > > But you seem to be saying that this isn't the case. > > Well, so far I don't know a single case where a game released under > the GPL that was rejected from Debian, however almost none of them > comes with 'source' for the images that are used in them. So I am just > not sure how Debian handles such situations in general or if it tries > to handle them at all. The transformation from source to binary, as treated in the GPL, is a completely mechanical process. In the context of images, this would be equivalent to taking an image file and rendering it to some device. The transformations I believe you're concerned about are transformations between different forms as used by the artist. In the context of programs, these would be equivalent to taking the source code as internally stored in some editor and saving it to some file. To my knowledge, when we're talking about "source" we're talking about the files which are saved, and we don't really care about the surrounding editorial information which might surround the context where that file is saved -- even if that information might be potentially useful. In the case of 3d models, we're at a very rudimentary stage of development, rather analogous to programming in the 1950s. If those models had better tools associated with them, I'd worry about this more. In other words, when our rendering environments and physics implementations are robust enough that we think of them in "turing complete" terms, we'll probably have tools where the source/object distinction becomes relevant. Right now, you're just talking about different editor formats. ("layers" vs. "flat image" is roughly equivalent to the distinction between a word processor format and a text editor format -- the source is the source in both formats. 3d models vs. sprites, without a robust and standardized environment to do the rendering, is like the distinction between manual pages and source code.) I'm not saying that the cases you're talking about are never going to be significant, but right now they all seem fairly trivial. -- Raul