[opensource-dev] Second Life Community Convention 2010 - Boston - Aug 13-15th

2010-06-02 Thread Fleep Tuque
Hi all,

Sending out the official announcement about this year's SLCC 2010, we look
forward to a really terrific convention this year!   Be sure to visit the
website at http://slconvention.org to submit a proposal, volunteer to lead a
track, or just plain volunteer - we always need the help!

As a side note, we've received a couple of requests for a Technical 
OpenSource track for the convention this year, which we're happy to add to
the program, but only if someone can step up to the plate to lead the track
and/or we get enough proposal submissions.  If you might be willing to do
this and have questions, feel free to let me know or just go ahead and fill
out the Track Leader form on the website.  We don't want to leave any
segment of Second Life out, but we need folks from the community to help
represent their areas too!

All the best,

- Fleep



*2010 Second Life Community Convention -- Coming Together!*

The 6th annual Second Life Community Convention (SLCC) will take place in
Boston, August 13-15, at the Boston Park Plaza Hotel and Towers, with a new
organizing committee at the helm. AvaCon, Inc. has taken over the reins for
the convention with a team experienced in the production of SLCC.

The goal of SLCC is to bring the many Residents of the Second Life community
together to network, build friendships and to discuss Second Life in a
common forum. Since its inception, SLCC has been organized *by* the
community *for* the community. All of the organizers and volunteers who plan
and staff each year’s convention donate their time, expertise, skills and
love of Second Life® to create a great experience for attendees. “While we
all value our experiences in the virtual world, SLCC allows us to meet each
other in person, share meals together, learn from one another, and celebrate
the abundant creativity that Second Life® makes possible,” says organizer
Misty Rhodes.

The Second Life Community Convention presents a number of tracks relating to
how people are using SL. Last years convention tracks included Education,
Business, Health and Support, Nonprofit, Music, Fashion, Art, Theatre,
Poetry, Performance  Community. This year organizers are melding areas
which have overlapped in the past. “We’ve changed the names of some of the
tracks slightly to better reflect the most common topics at the convention,
and we expect that Business  Enterprise, Education  Research, and the Live
Music  Performances track will be equivalent to ‘full tracks’ with the most
sessions per day, while the remaining tracks will be ‘half tracks’ with
fewer sessions over all,” explains Rhiannon Chatnoir of the organizing team.

AvaCon, Inc. has launched a new website at http://www.slconvention.org which
has all the details for the convention content, registration, sponsorship,
and volunteering opportunities. The site will act as the center for
information about tracks, social events, location, and other details for
attendees. Submission forms for proposals for panels and presentations can
be found there, along with specifics for advertising in the convention
program.

Sponsorship opportunities are also available for the Second Life Community
Convention. Sponsors have the opportunity to reach a highly coveted target
demographic of tech-savvy early adopters, virtual world developers and
thought leaders, online community organizers, and the most innovative and
dedicated Second Life Residents. In addition to reaching the audience of
350-400 attendees of the convention in Boston, sponsors also have the
opportunity to reach an even broader audience of thousands of Second Life
residents through the virtual convention site hosted in the virtual world of
 Second Life http://secondlife.com/.

Registration for the convention includes access to the convention content,
exhibits, and lunches on convention days. The Early-Bird Registration is
available to the first 50 paid registrants at $185.  Through July 3, Early
Registration is $230, and the Regular Registration price is $260.

Because SLCC is organized *for* Second Life Residents *by* Second Life
Residents, including teens – there’s something for everyone! Content
creators, artists, and musicians attend to share ideas, get creative, and
learn new techniques from the pros. Enterprise users and businesses discuss
strategies for success and techniques for maximum ROI. Educators present
research, best practices, and workshops. From casual users, community
groups, and roleplayers to the serious side of Second Life, come to the
conference to learn, share, and network with the real people behind the
avatars!


*AvaCon, Inc.* is a non-profit organization dedicated to promoting the
growth, enhancement, and development of the metaverse, virtual worlds,
augmented reality, and 3D immersive and virtual spaces. AvaCon holds
conventions and meetings to promote educational and scientific inquiry into
these spaces, and to support organized fan activities, including
performances, lectures, art, music, machinima, 

[opensource-dev] Moving #opensl (IRC) to freenode.net

2010-06-02 Thread Aleric Inglewood
After a short brain storm on the latest office hours, it
was decided that it makes more sense for an open source
project to use an IRC channel on freenode.

Pending objections (with arguments), we should
make the move this week. Please reconfigure your
IRC client and see if you can find it and join us
there.

Right now we registered #opensl only.

A few servers you can choose from:

irc.freenode.net
irc.eu.freenode.net
irc.au.freenode.net
irc.us.freenode.net

All of which should listen on at least port 6667.

A detailed list of servers can be found here:
http://freenode.net/irc_servers.shtml

About freenode. Most question should be answered in their FAQ (
http://freenode.net/faq.shtml)
for example for nick registration and cloaking your hostname if you so
require.

Note that one of the advantages that we get from this move (though by no
mean
the reason) is that freenode allows very long nick names, so that it becomes
possible to use your full SL name as nick name if you wish.

From the FAQ:

*What is freenode about? Why is it here? * freenode is a special-purpose,
not a general-purpose, discussion network, currently implemented on Internet
Relay Chat (IRC). It exists to support specific communities. It provides an
interactive environment for coordination and support of peer-directed
projects, including those relating to free software and open source. Our aim
is to help our participants to improve their communicative and collaborative
skills and to maintain a friendly, efficient environment for project
coordination and technical support.
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Re: [opensource-dev] Moving #opensl (IRC) to freenode.net

2010-06-02 Thread Aleric Inglewood
On Wed, Jun 2, 2010 at 2:38 PM, Aleric Inglewood aleric.inglew...@gmail.com
 wrote:

 Note that one of the advantages that we get from this move (though by no
 mean
 the reason) is that freenode allows very long nick names, so that it
 becomes
 possible to use your full SL name as nick name if you wish.


Oops, as Discrete Dreamscape pointed out, that is not true :/
While longer than on efnet, the nick is still only allowed to be
16 characters in total.
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Re: [opensource-dev] Introduction

2010-06-02 Thread Monty Brandenberg
On 6/1/2010 9:30 PM, Oz Linden (Scott Lawrence) wrote:
 Conflict is
 fine - sometimes it's even productive, as long as it's done in a way
 that recognizes that everyone is
 ___

Sorry, people, Oz got into a fight.  He'll pick this up again
after the beating...

-- 
Monty Brandenberg 617.401.2384
mo...@lindenlab.com
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Re: [opensource-dev] Introduction

2010-06-02 Thread Carlo Wood
On Wed, Jun 02, 2010 at 11:51:11AM -0400, Monty Brandenberg wrote:
 On 6/1/2010 9:30 PM, Oz Linden (Scott Lawrence) wrote:
  Conflict is
  fine - sometimes it's even productive, as long as it's done in a way
  that recognizes that everyone is
  ___
 
 Sorry, people, Oz got into a fight.  He'll pick this up again
 after the beating...

As inspector Clouseau already wisely said in one of his
movies: There is a time for fighting and there is time
for not fighting... And the time for fighting is...

-- 
Carlo Wood ca...@alinoe.com
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Re: [opensource-dev] Introduction

2010-06-02 Thread Erik Anderson
On Wed, Jun 2, 2010 at 10:58 AM, Carlo Wood ca...@alinoe.com wrote:

 On Wed, Jun 02, 2010 at 11:51:11AM -0400, Monty Brandenberg wrote:
  On 6/1/2010 9:30 PM, Oz Linden (Scott Lawrence) wrote:
   Conflict is
   fine - sometimes it's even productive, as long as it's done in a way
   that recognizes that everyone is
   ___
 
  Sorry, people, Oz got into a fight.  He'll pick this up again
  after the beating...

 As inspector Clouseau already wisely said in one of his
 movies: There is a time for fighting and there is time
 for not fighting... And the time for fighting is...


Isn't that about the time that he would accidentally throw himself out of a
window or something?
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[opensource-dev] Mesh rendering: What does indicesp provide?

2010-06-02 Thread Rob Nelson
I am almost to the point of going crazy.  I was going to write a
notecard to a Linden, but I've been knocked out of SL for reasons
unknown, so I'll have to ask here.

In my infinite lack of wisdom, I decided to start working on a project
where I replace the heightmap terrain in Second Life with one based on
voxels.  To get to the core of the reasoning behind this switch so I
don't spend too much time on it:

 * Voxel-based land allows creation of overhangs/caves/floating chunks
of land (not possible with heightmaps)
 * Also adds the ability to handle up to 255 terrain materials
(textures, eventually detail shaders) instead of 4, and the materials
are placed where desired instead of at fractional heights.

I am working on the rendering code in the SL viewer at the moment,
having completed the server-side code and some of the client-side
packet-handling classes.  However, I have zero familiarity with OpenGL,
so bear with me.

My viewer needs to construct a terrain surface (a mesh) for display.  I
have completed an LLViewerObject to this end, except for:

::getGeometry(LLStriderLLVector3 verticesp,
LLStriderLLVector3 normalsp,
LLStriderLLColor4U colorsp,
LLStriderLLVector2 texCoords0p,
LLStriderLLVector2 texCoords1p,
LLStriderU16 indicesp)

What is confusing me is indicesp.  I think it has something to do with
connecting vertices, but I'm not sure how.  The example code I am
working with uses a mess of lookup tables in the following loop for each
voxel:

//Draw the triangles that were found.  There can be up to five per cube
for(iTriangle = 0; iTriangle  5; iTriangle++)
{
if(a2iTriangleConnectionTable[iFlagIndex][3*iTriangle]  0)
break;

for(iCorner = 0; iCorner  3; iCorner++)
{
iVertex =
a2iTriangleConnectionTable[iFlagIndex][3*iTriangle+iCorner];

vGetColor(sColor, asEdgeVertex[iVertex],
asEdgeNorm[iVertex]);
glColor4f(sColor.fX, sColor.fY, sColor.fZ, 0.6);
glNormal3f(asEdgeNorm[iVertex].fX,
asEdgeNorm[iVertex].fY,   asEdgeNorm[iVertex].fZ);
glVertex3f(asEdgeVertex[iVertex].fX,
asEdgeVertex[iVertex].fY, asEdgeVertex[iVertex].fZ);
}
}

Can anyone give me any pointers on getting this converted?  

Thanks.

Rob

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