First screen shot with a Wonderland client using the latest Avatars from the google code repository
The avatar's render component holds an IMI scene graph and is rendered by an MTGame render technique that is custom for that scene graph.
The name tag is rendered with Java2D fonts and turned into an OpenGL texture. The quad with that textures is set on an IMI scene graph node and attached to the character's scene graph.
The environment (ground, arches, trees etc) is using a render component that holds a JMonkey scene graph - same as before.
In this build the avatar can't move and a few things are disabled, more to come...
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