If the backwards compatibility code seems to work well and it's not too much trouble I think we should just make the quick fix release. Let's figure it out tomorrow.
2010/6/9 Toni Alatalo <ant...@kyperjokki.fi> > Peter Steinlechner kirjoitti: > > but im not sure if that helps in my case, would that mean that the avatar >> material needs an update too, or the terrain textures ? >> As better visible on this screenshot, the avatar doesnt cast any shadow on >> the ground. >> > > I understood that the backwards compatibility code in Naali git develop now > makes it so that all old shadow-receiving materials work without any > changes. But the 0.2.3 release didn't have this code yet. > > ~Toni > > >> Maybe a material converter might be a soon required help, as i assume that >> most available ogre exporters might have the same issue like the blender >> exporter, and manualy editing a few hundered materials ould easy take out >> the fun. >> >> Cheers >> Peter >> >> On Wed, Jun 9, 2010 at 8:50 PM, Toni Alatalo <ant...@kyperjokki.fi<mailto: >> ant...@kyperjokki.fi>> wrote: >> >> Jonne Nauha kirjoitti: >> >> >From his Mikko Alaluusuas earlier post about his work this >> sprint. Hopefully this can be somehow fixed so old worlds can >> be viewed also with nicer shadows. >> Would be a shame to enforce this to all rex users that have >> already content out there. We will hear more later how it goes :) >> >> >> He committed an attempt at backwards compatibility for old >> shadow-receiving materials in the afternoon and in my quick test >> it seemed to work. The code creates the missing passes when the >> material doesn't have them or so. Dunno if we should make another >> quickfix release with this on, or if it's ok for ppl to wait for >> next time based one in some weeks. >> >> ~Toni >> >> >> >> Hi all, >> >> my task for this sprint is to improve the shadow quality in >> Naali >> and also improve the hovering widgets. >> The hovering widgets need a visual update as well as some >> fixes to >> resizing etc. >> >> The new shadowing algorithm forces a slight change for the >> content >> creators. As we now need 3 depthmaps in the shaders, you >> need to >> specify them in the material script. This is easy, just add >> 2 more >> texture_units with content_type shadow (you propably >> already have >> one if the material is supposed to receive shadows). The >> exporter >> from blender to ogre only specifies 1 at the moment, but It >> will >> propably be changed after release. There is propably going >> to be a >> configuration to allow the user to specify the shadowmap size. >> Here's some pics of the shadows: >> >> Old ones: http://img33.imageshack.us/i/shadold.jpg/ >> PSSM sharp: http://img257.imageshack.us/i/shadnew.jpg/ >> PSSM with depthmap >> blur: http://img171.imageshack.us/i/viewer2010060810015892.png/ >> >> Naali's trunk now has the blurred version of the shadows, >> but it >> can be easily changed back to sharper version. >> >> >> Best regards, >> Jonne Nauha >> realXtend developer >> >> http://www.realxtend.org/ >> http://www.evocativi.com/ >> >> >> 2010/6/9 Antti Ilomäki <antti.ilom...@gmail.com >> <mailto:antti.ilom...@gmail.com> >> <mailto:antti.ilom...@gmail.com >> <mailto:antti.ilom...@gmail.com>>> >> >> >> I believe it's an issue with the shaders and the new shadows. >> Someone's already looking into possible backwards >> compatibility. >> >> >> 2010/6/9 Peter Steinlechner <psteinlech...@gmail.com >> <mailto:psteinlech...@gmail.com> >> <mailto:psteinlech...@gmail.com >> >> <mailto:psteinlech...@gmail.com>>> >> >> >> Greetings >> >> My First Impressions: it looks great - now also the >> teleport >> to different regions works fine. (on naali 0.2.2 it alays >> ended with a black viewer screen) >> >> But somehow the shadows are gone on my machine at least, as >> you can see in the screenshot. Maybe its a local >> graphics issue ? >> >> Hardware: >> i7 720 CPU >> nvidia GTX285 with 1GB dedicated memory >> >> >> >> >> 2010/6/9 Antti Ilomäki <antti.ilom...@gmail.com >> <mailto:antti.ilom...@gmail.com> >> <mailto:antti.ilom...@gmail.com >> <mailto:antti.ilom...@gmail.com>>> >> >> >> Greetings everyone! >> >> Naali 0.2.3 is now available for download here: >> http://code.google.com/p/realxtend-naali/downloads/list >> >> There are numerous improvements especially for content >> creators this time; Naali now supports other texture >> formats besides j2k, EC editor is coming along >> nicely and >> Media URLs work properly on prims. Several bugs >> have also >> been dealt with, shadows improved and Python API >> upgraded. >> For a full list of changes and other info check out the >> changlelog here: >> >> http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Changelog_and_History >> >> A new version of Taiga should also be available >> shortly. >> -- http://groups.google.com/group/realxtend >> http://www.realxtend.org >> >> >> -- http://groups.google.com/group/realxtend >> http://www.realxtend.org >> >> >> -- http://groups.google.com/group/realxtend >> http://www.realxtend.org >> >> >> -- http://groups.google.com/group/realxtend >> http://www.realxtend.org >> >> >> -- http://groups.google.com/group/realxtend >> http://www.realxtend.org >> >> >> -- >> http://groups.google.com/group/realxtend >> http://www.realxtend.org >> ------------------------------------------------------------------------ >> >> > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > -- http://groups.google.com/group/realxtend http://www.realxtend.org