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