I will be ready to test it :-)

On Thu, Jun 10, 2010 at 12:05 AM, Jonne Nauha <jonne.na...@evocativi.com>wrote:

>  We could also add my mediaurl logout/exit crash fixes and the new texture
> cache stuff as its ready to be committed. Took my time making it proper and
> been testing it quite much. There is also new settings tab for both cache
> max sixes, clearing both caches and if you want to cache only decode
> jpeg2000 or all formats. Or then again we can leave it for next release for
> everyone to test it first. Either way its going in tomorrow morning :)
>
> btw. I can see the difference in release mode in login speed even when i
> have i7 quad core. Im sure this will come even handier for slower
> pc:s/laptops with heavy worlds.
>
> --
> Brgrds, Jonne Nauha Gmail via the Nokia N900
>
> ----- Original message -----
> > 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 <antti.ilom...@gmail.com>>
> > > > <mailto:antti.ilom...@gmail.com <antti.ilom...@gmail.com>
> > > > <mailto:antti.ilom...@gmail.com <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 <psteinlech...@gmail.com>>
> > > > <mailto:psteinlech...@gmail.com <psteinlech...@gmail.com>
> > > >
> > > > <mailto:psteinlech...@gmail.com <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 <antti.ilom...@gmail.com>>
> > > > <mailto:antti.ilom...@gmail.com <antti.ilom...@gmail.com>
> > > > <mailto:antti.ilom...@gmail.com <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
>
>  --
> http://groups.google.com/group/realxtend
> http://www.realxtend.org
>

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Reply via email to