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