Hi guys,
I’ve got a problem. I’ve made a JOGL applet that simply loads a model from an external file on a website. My problem is that i need some way to protect the model data, so that it can’t be ‘stolen’. Generally, people load the applet and then the applet streams the model from the server.
The ideas i’ve come up with were first serializing the arrays that contain the vert data, which would make the initial object file (which is normally just a big text list of the verts and faces) unreadable by your average person. I don’t know if de-serialization is possible without knowing what object types they belong to, but the object types could probably be established by de-compiling the class files and seeing which classes implement serializable, and i don’t know if any obfuscation could really hide that. I could also encrypt the file being streamed (because otherwise the bytes could be read out of the byte stream when the object is de-serialized), but again, if the classes were decompiled i assume the decryption process at the user-end could easily be compromised?
My main idea was to somehow serialize the compiled openGL lists and stream that, since even if compromised there’s not a lot someone could do with it to pull out the data to my knowledge. But of course, lists aren’t serializable and i don’t know of any way to store them for transfer.
My last idea was to essentially obfuscate the object itself, in a way that wouldn’t affect how it looked in openGL rendering but if retrieved into some 3rd party program would be incredibly messy and virtually unusable, but no real ideas on that.
If anyone could expand on any of these ideas or any other ideas at all, i’m all ears, cos at this point i’m clean out of ideas for stopping the display() data from potentially being compromised.