i found something new - i tried to change my avatar to roboto in naali 0.2.3
which made the viewer crash - doing the same in 0.2.2 works flawless.
Maybe the clearing of cache might help - i will be looking forward to that
feature.

On Thu, Jun 10, 2010 at 12:21 AM, Peter Steinlechner <
psteinlech...@gmail.com> wrote:

> 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
>>
>
>

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