Re: [opensource-dev] Malicious payloads in third-party viewers: is the policy worth anything?

2010-08-23 Thread Jesse Barnett
Really wish that was true but you saw Katharine's comments in irc.
Absolutely nothing has changed with Emerald except for the servers.
Here is hoping that both Philip and legal are not deceived so easily.

Jesse Barnett

On Monday, August 23, 2010, Tateru Nino tateru.n...@gmail.com wrote:
   And now, perhaps, we can get back to the important stuff, like the
viewer itself.
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Re: [opensource-dev] Malicious payloads in third-party viewers: is the policy worth anything?

2010-08-23 Thread Miro Collas
I don't want to start a war of any kind, but let me suggest that you ask 
for evidence before believing what people say in chat or elsewhere. 
There are people who would love to see Emerald crumble, and have no 
problem deceiving, misleading or plain lying. I have seen this done on 
this list, in forums (SLU especially) and in group chat. So, be very 
wary of whose word you believe.

For my part, the interview on treet.tv was enough to convince me to 
remain an Emerald user. That combined with knowing Jessica enough to 
trust her word.

On 08/23/2010 04:24 AM, Jesse Barnett wrote:
 Really wish that was true but you saw Katharine's comments in irc.
 Absolutely nothing has changed with Emerald except for the servers.
 Here is hoping that both Philip and legal are not deceived so easily.

 Jesse Barnett

 On Monday, August 23, 2010, Tateru Ninotateru.n...@gmail.com  wrote:
 And now, perhaps, we can get back to the important stuff, like the
 viewer itself.
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Re: [opensource-dev] Draw Distance

2010-08-23 Thread Robin Cornelius
On Mon, Aug 23, 2010 at 5:49 AM, Laurent Bechir
laurent.bec...@madonie.org wrote:


 Marine Kelley a écrit :
 Please be careful not to screw up debug settings that must NOT be
 changed. Some are capital for the viewer to function normally, and
 would completely shut out users who don't know how to change them back
 offline, and to what.

 Wouldn't it be possible to have an argument default like this for
 example :

 /set debugvar default

 which would put back the debugvar to its default value ?

Yes,

settings.xml already contains all the default settings and is
essentaly readonly, changed settings are written to the user
settings.xml in the user data area, so it is easy to revert any
setting to its default installed value.

Robin
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Re: [opensource-dev] Malicious payloads in third-party viewers: is the policy worth anything?

2010-08-23 Thread malachi
I would love to see emerald continue and grow. I for one actually like  
emerald. however. I find it odd that 3 of the devs are known for creating  
copybot/griefer clients. And with emerald alone 2 of the devs have created  
malicious code inside of emerald. Yet only one of the devs was asked to  
leave. While mr user data leakage remains on the team. Personally it  
appears to me that this is nothing more than a set up to shadow or sweep  
away the dirt that has been being flung around about the viewer. Fractured  
is asked to step down and walk away. But Fractured is the dev that  
purchased the license to build emkdu. Phox built the emkdu with user data  
leakage. And now they will be using a clean emkdu. Who is building the  
emkdu now? Fractured? Phox? of did one of the other devs run out and  
purchase a license to do so? Changing the server which hosts the client  
does nothing for saving face. And as long as Phox is a part of the  
team,(considering the fact that Phox and Jaycool are closer than twins)  
Fractured will still have access to changing code. If LL allows this to  
continue the TPVP is a joke. Hopefully the rest of you that use emerald  
will be more cautious about the client when you run it. After what we have  
seen thus far.god only knows whats next.
On Mon, 23 Aug 2010 05:21:35 -0400, Miro Collas miro.col...@gmail.com  
wrote:

 I don't want to start a war of any kind, but let me suggest that you ask
 for evidence before believing what people say in chat or elsewhere.
 There are people who would love to see Emerald crumble, and have no
 problem deceiving, misleading or plain lying. I have seen this done on
 this list, in forums (SLU especially) and in group chat. So, be very
 wary of whose word you believe.

 For my part, the interview on treet.tv was enough to convince me to
 remain an Emerald user. That combined with knowing Jessica enough to
 trust her word.

 On 08/23/2010 04:24 AM, Jesse Barnett wrote:
 Really wish that was true but you saw Katharine's comments in irc.
 Absolutely nothing has changed with Emerald except for the servers.
 Here is hoping that both Philip and legal are not deceived so easily.

 Jesse Barnett

 On Monday, August 23, 2010, Tateru Ninotateru.n...@gmail.com  wrote:
 And now, perhaps, we can get back to the important stuff, like the
 viewer itself.
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Re: [opensource-dev] Draw Distance

2010-08-23 Thread Thickbrick Sleaford
On Sunday 22 August 2010 18:22:56 Lance Corrimal wrote:
 related line of thought:
 
 
 how much faster could the viewer be if every single of these do not
 change this ever settings was replaced with a #define in a central
 include file?
 or in other words, what is the cpu cycle penalty for a
 SavedSettings.getBOOL() and the others?
 

Please, no #defines...

You can cache the value of a settings and rely on callback magic to change the 
cached var when the setting has changed:

#include llcontrol.h (or llviewercontrol.h in 1.x, with a slightly different 
constructor)

static LLCachedControlbool cached_foo(gSavedSettings, SettingFoo);

This way you can use cached_foo to get the value of the setting in methods 
that get called often, without doing a lookup in a big std::map.

 
 bye,
 LC
 

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Re: [opensource-dev] Malicious payloads in third-party viewers: is the policy worth anything?

2010-08-23 Thread David M Chess
Could we move all this stuff to a new emeraldgate list, or something?

That I could then carefully not subscribe to?

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Re: [opensource-dev] RenderVolumeLODfactor (branch from Draw Distance)

2010-08-23 Thread Hitomi Tiponi
 Actually, it would be nice if RenderVolumeLODfactor could either
 persist from one version to the next (instead of getting reset with everey
 new version installation), or be set based on GPU detection.
 I imagine the default of 1.125 is based on class 0 (intel integrated 
graphics)
 but anybody using better than that can go to 2.0 at a bare minimum.

The default for 'class 0' on Viewer 2.1 is 0 (yes 'zero').  This has the effect 
of making the 50% of new users that enter Second life with class 0 machines 
(according to Linden Labs statistics) see a very odd world where a lot of the 
sculpties are a complete mess and all circular objects are hexagonal (no more 
curves in SL for them) and have no idea that it is not supposed to be that way. 
 
Experienced users will either know how to change it or add this to their list 
of 
reasons for not using Viewer 2.  I believe this was an unwise move to try and 
make the performance of the viewer look better on 'low' settings that it is and 
needs reversing.

I raised it as a JIRA 6 weeks ago - http://jira.secondlife.com/browse/VWR-20183 
- but I see it is not important enough to be in the product backlog.  For those 
who want to see what sl looks like for a lot of new users just set your 
settings 
to 'Low' in the new viewer and ask if you would use a world that looks like 
this 
rather than the one they used to see using Viewer 1.xx.

And here's the compulsory user story: As a user with a machine that meets the 
minimum specificartions I would like to be able to see circular objects and see 
those nice sculpted objects like cars and trees that I used to be able to see.  
I am fed up of my friends telling me how wonderful a place is when it looks 
like 
it has just sufferred a terrorist attack to me.



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Re: [opensource-dev] Display names, again.

2010-08-23 Thread David M Chess
This post could be a classroom lesson in how to alienate people and not 
be taken seriously.

Daniel Smith javajo...@gmail.com:

 1. Will there be procedures in place to prevent someone else to use my
 true avatar name as their display name?

No.


 Wrong answer.

Actually it's the right answer!  The question was will there be 
procedures in place, and since the current Lab plan is that there won't 
be procedures in place, No is the right answer.

You can argue that the current plan should be changed, but wrong answer 
just makes you sound faux-macho and confrontational.

 I think the Lindens are underestimating the legal fallout that will 
ensue when names are abused.  

Lame Internet lawyers are lame.  How many lawsuits have their been over 
the fact that it's easy to have a name that's very similar to someone 
else's?  How many times has Plurk been sued because you can make your 
display name be anything you like?  How many times has *any* online 
service been sued because it made it too easy for one person to masquerade 
as someone else?  What makes you think you have a better notion of the 
legal danger than the Lab's legal staff does?

 People are stating loud and clear what they want.  

Careful inspection will reveal that not everyone is saying the same thing.

 Are you guys deaf?

No, they aren't.  And this kind of insulting tagline just makes you look 
like a posturing child.

fwiw...

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Re: [opensource-dev] Display names, again.

2010-08-23 Thread Moriz Gupte
Thanks David, share your sentiments and logic. Would not have overloaded the
list, but guess this is one of the venues that is heard most.
Totally agree with
Lame Internet lawyers are lame.  How many lawsuits have their been over the
fact that it's easy to have a name that's very similar to someone else's?
 How many times has Plurk been sued because you can make your display name
be anything you like?  How many times has *any* online service been sued
because it made it too easy for one person to masquerade as someone else?
 What makes you think you have a better notion of the legal danger than the
Lab's legal staff does? 
Even my homeland prime minister (Mauritius) had his FB created by some geek,
he sued and lost... he just got the page removed. In Idaho, where I
currently stay, many republicans started using Twitter only because folks
created accounts in their name, and they joined the bandwagon later..., even
the Dalai Lama's FB and twitter accounts got created... yes there are
problems, but they got fixed once the genuine people raised the alarm. From
where I stand, this functionality will go a long way to improve the first
hour experience, because new so called 'serious/fed agency/corporate' users
getting pushed into SL, come with the expectation that its registration
process will be like any web 2.0 application they are already familiar with.
Then beyond this issue, once they are logged in, comes the problem of
identifying each other...real names is the only cue that will allow them to
connect (in that first hour). And I have used pretty much all the tricks of
the trade to make their rl names appear above their avatar but the process
is crazy at best. They can learn about whether to trust or not these names
etc... later on and learn how to use exercise caution and address the name
spoofing issues pretty much like what happens in rl and at similar
frequencies. There are no perfect systems,I recognize that display names
feels like a band aid solution, so be it. SL is a mega bandaid...no turning
back. Some decisions were made in the past which lead to the naming problems
we see today, every bad initial decision which has been integrated into
useful functionalities will take a very long time to die (fact of life).
@Oz Linden, I feel your pain of being submerged with noise, but
unfortunately this is the price you have to pay for listening. And you
cannot afford not to listen because there are gems in that noise that will
help your own work and LL in general. So take the noise as part of business,
that would be my advice to you. And I stop my noise here.
R

On Mon, Aug 23, 2010 at 9:24 AM, David M Chess ch...@us.ibm.com wrote:


 This post could be a classroom lesson in how to alienate people and not be
 taken seriously.

 Daniel Smith javajo...@gmail.com:

  1. Will there be procedures in place to prevent someone else to use my
  true avatar name as their display name?
 
 No.
 

  Wrong answer.

 Actually it's the right answer!  The question was will there be procedures
 in place, and since the current Lab plan is that there won't be procedures
 in place, No is the right answer.

 You can argue that the current plan should be changed, but wrong answer
 just makes you sound faux-macho and confrontational.

  I think the Lindens are underestimating the legal fallout that will ensue
 when names are abused.

 Lame Internet lawyers are lame.  How many lawsuits have their been over the
 fact that it's easy to have a name that's very similar to someone else's?
  How many times has Plurk been sued because you can make your display name
 be anything you like?  How many times has *any* online service been sued
 because it made it too easy for one person to masquerade as someone else?
  What makes you think you have a better notion of the legal danger than the
 Lab's legal staff does?

  People are stating loud and clear what they want.

 Careful inspection will reveal that not everyone is saying the same thing.

  Are you guys deaf?

 No, they aren't.  And this kind of insulting tagline just makes you look
 like a posturing child.

 fwiw...

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Re: [opensource-dev] separation between login id and publicly visible id(s) (was: display names = the end of 1.x viewers?)

2010-08-23 Thread Joshua Bell
On Mon, Aug 23, 2010 at 2:32 AM, Boroondas Gupte slli...@boroon.dasgupta.ch
 wrote:


 But even without that, a 'master account' would make a lot of things
 easier, like one could account verify all Alts at once, see billings for all
 linked agents centrally etc.


No argument from me!

But as with the other suggestion: this broad class of identity-related
functionality was discussed when Display Names was being designed, and
while not tackled as part of that project, we made sure it was not precluded
and could still be undertaken later. We very much wanted to avoid embarking
on a everything you always wanted to do with identity project.

Joshua
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Re: [opensource-dev] Display names, again.

2010-08-23 Thread Oz Linden (Scott Lawrence)

 On 2010-08-23 11:50, Moriz Gupte wrote:
@Oz Linden, I feel your pain of being submerged with noise, but 
unfortunately this is the price you have to pay for listening. And you 
cannot afford not to listen because there are gems in that noise that 
will help your own work and LL in general. So take the noise as part 
of business, that would be my advice to you.


I'm listening... and filtering out all amateur lawyers (and will be 
really really surprised if any of what I've seen is coming from anyone 
who's actually passed the Bar anywhere).


I'd much rather have to listen to noise than to silence.


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Re: [opensource-dev] separation between login id and publicly visible id(s) (was: display names = the end of 1.x viewers?)

2010-08-23 Thread Yoz Grahame
On 23 August 2010 02:32, Boroondas Gupte slli...@boroon.dasgupta.ch wrote:

 You'd win :-)
 SVC-6212 http://jira.secondlife.com/browse/SVC-6212 (which also includes
 the 1:many relationship between (1) and (2) Argent suggests below)


As I commented in that issue, this is something we at the Lab would dearly
love to have. In fact, we did some technical design on a master account
system as part of a project which unfortunately had to be significantly
scaled back. The idea definitely isn't dead, though.

As Josh and others have said, one of the things we'd need is a unique secret
account identifier. Unfortunately the only existing account datum which
might work here is email address, and that's not unique, though we're
starting to think that it really should be. Using the email address as a
unique master account ID (and then choosing avatar on login) would probably
be the way to go - once we've managed to move email address out of the
avatar record, which is significant work in itself and not currently on the
roadmap. (However, there are also advantages to making email
unique-per-avatar; the horrible hackiness of the IM-Email system is a
demonstration of that)


 Which would allow for interesting permission schemes, like allowing
 transfer of products only between avatars of the same account. (This would
 probably have to be a new permission. Allowing transfer of all no-transfer
 items between Alts, as 
 SVC-4319http://jira.secondlife.com/browse/SVC-4319suggests, would probably 
 upset quite some people.)

 But even without that, a 'master account' would make a lot of things
 easier, like one could account verify all Alts at once, see billings for all
 linked agents centrally etc.


Yep. But obviously, as well as looking at this as a whole pile of useful
functionality, one has to look at this as a possibly-bigger pile of work.
Especially since most of the value comes from a load of new or overhauled
interfaces and logic rather than merely creating the underlying structure.
(Also, we consider any proposed changes to the permissions system with all
due reluctance, not to mention outright terror.)

In short: it's not a question of if but when and how, especially in relation
to all our other priorities.

-- Yoz
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Re: [opensource-dev] separation between login id and publicly visible id(s) (was: display names = the end of 1.x viewers?)

2010-08-23 Thread Joel Foner

 As Josh and others have said, one of the things we'd need is a unique
 secret account identifier. Unfortunately the only existing account datum
 which might work here is email address, and that's not unique, though we're
 starting to think that it really should be


Just a quick note... email addresses change fairly regularly. Basing the
permanent unique account identifier on a transient token seems bound to
create problems in the longer term due to user movements from one email
address to another, and old addresses become invalid and even forgotten by
users.

Joel
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Re: [opensource-dev] Display names, again.

2010-08-23 Thread Will
Oz, what is Linden Labs position on Emerald and will they be making a public 
announcement? (not a lawyer just a concerned resident, remember them?)



From: Oz Linden (Scott Lawrence) 
Sent: Monday, August 23, 2010 1:28 PM
To: opensource-dev@lists.secondlife.com 
Subject: Re: [opensource-dev] Display names, again.


On 2010-08-23 11:50, Moriz Gupte wrote: 
  @Oz Linden, I feel your pain of being submerged with noise, but unfortunately 
this is the price you have to pay for listening. And you cannot afford not to 
listen because there are gems in that noise that will help your own work and LL 
in general. So take the noise as part of business, that would be my advice to 
you. 

I'm listening... and filtering out all amateur lawyers (and will be really 
really surprised if any of what I've seen is coming from anyone who's actually 
passed the Bar anywhere).

I'd much rather have to listen to noise than to silence.








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Re: [opensource-dev] separation between login id and publicly visible id(s)

2010-08-23 Thread Tateru Nino



On 24/08/2010 4:51 AM, Joel Foner wrote:


As Josh and others have said, one of the things we'd need is a
unique secret account identifier. Unfortunately the only existing
account datum which might work here is email address, and that's
not unique, though we're starting to think that it really should be


Just a quick note... email addresses change fairly regularly. Basing 
the permanent unique account identifier on a transient token seems 
bound to create problems in the longer term due to user movements from 
one email address to another, and old addresses become invalid and 
even forgotten by users.


Actually, I remember that the RegAPI (for a long time - don't know if it 
still does) wouldn't accept an email address that had /ever/ been used 
for registration of an account previously. Ran into that one during some 
client work.


--
Tateru Nino
http://dwellonit.taterunino.net/

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Re: [opensource-dev] Draw Distance

2010-08-23 Thread Martin Spernau
Am 23.08.2010 um 21:39 schrieb Arrehn Oberlander:
 This is just off the top of my head. Many of these depend on user's
 preference for framerate vs scene details at a moment in time, and
 can't be reliably guessed purely from inworld behavior (although there
 are hints, I will grant).


Isn't that much like in photography, where you have different kinds of  
'automatic' (shutter speed vc aperture auto) ... and depending on your  
creatice needs the one is betzer than the other and vice versa
Maybe the 'optimize for high fps' and 'optimize for view distance'  
would be the viewer equivalöents

-Martin


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Re: [opensource-dev] Draw Distance

2010-08-23 Thread Bunny Halberd
On Mon, Aug 23, 2010 at 3:06 PM, Martin Spernau mar...@traumwind.de wrote:

 Isn't that much like in photography, where you have different kinds of
 'automatic' (shutter speed vc aperture auto) ... and depending on your
 creatice needs the one is betzer than the other and vice versa
 Maybe the 'optimize for high fps' and 'optimize for view distance'
 would be the viewer equivalöents

That's exactly what I was thinking.

Most cameras have several settings:

 - Auto (this is the default and most people just leave it here)
 - Portrait (short depth of field, center weight the exposure)
 - Landscape (very long depth of field, balance the exposure)
 - Fully Manual (that's what SL has today)

I've often wondered why there isn't an auto setting on SL where it
can manage the draw distance for you, if you want it to. Just like the
fully automatic mode on a camera.

- Bunny
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Re: [opensource-dev] Draw Distance

2010-08-23 Thread aklo
i really like Erik's comments!  He gives lots of good examples.  The best
draw distance isn't always a function of the best performance.  Sometimes
it may not even make sense to someone who's not there at the time.

i think one of the important ideas in Erik's mail and some of the earlier
messages is that draw distance is a candidate for a (maybe optional)
onscreen widget that makes it as easy to adjust as the camera controls.

All the ideas for chat line access and defaults management of draw
distance and other settings are really awesome, too!  My opinion says they
should be implemented in parallel with something super simple and obvious
to use for draw distance, including maybe even a way to enable a mouse
gesture the same way it works for the maps.

If you think about it for a sec, isn't a quick and easy type of draw
distance adjustment part of the way our eyes work?  It seems very natural
to make SL work in its world the same way.

- AK (Aklo Modan)

On Mon, Aug 23, 2010 at 3:22 PM, Erik Anderson
eri...@odysseus.anderson.name wrote:
 
  Shouldn't the SL client be able to figure out what a good draw distance
  would be?  Maybe have it start autodetecting draw distance based on
rolling
  average number of polygons visible or something?
 
It's not that simple, there are are a number of use cases that call
for different draw distances.

If you're playing with some kinds of vehicles, you may have the best
experience with a medium-low draw distance to keep framerates high but
still let you see where you're going.
If you're in the audience of a high-traffic event, you may have the
best experience with an extremely low draw distance.
If you're taking photographs, particularly of scenery, you will turn
draw distance up very high and not be so concerned with framerates.
If you're trying to keep an eye on a particular spot on a sim X
distance from you, you'll want to use a draw distance of at least X.
If you're in an indoor area with confined spaces, a very small draw
distance may be optimal.
If you're trying to get 'the lay of the land' for how a region is
spread out, a higher draw distance may be necessary so you can see
buildings and landscaping together.

This is just off the top of my head. Many of these depend on user's
preference for framerate vs scene details at a moment in time, and
can't be reliably guessed purely from inworld behavior (although there
are hints, I will grant).  I find myself frequently adjusting draw
distance in practice, mainly for photographcs, music events, and some
types of vehicle use. Viewers that have some quick UI for for this are
far more handy than the clicks involved in navigating to custom
graphics preferences.
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Re: [opensource-dev] Draw Distance

2010-08-23 Thread aklo
Oop!  Sorry, i meant Arrehn's comments and Arrehn's mail, not
Erik's.  No offense, Erik.

- AK

i really like Arrehn's comments!  He gives lots of good examples.  The best
draw distance isn't always a function of the best performance.  Sometimes
it may not even make sense to someone who's not there at the time.

i think one of the important ideas in Arrehn's mail and some of the earlier
messages is that draw distance is a candidate for a (maybe optional)
onscreen widget that makes it as easy to adjust as the camera controls.

All the ideas for chat line access and defaults management of draw
distance and other settings are really awesome, too!  My opinion says they
should be implemented in parallel with something super simple and obvious
to use for draw distance, including maybe even a way to enable a mouse
gesture the same way it works for the maps.

If you think about it for a sec, isn't a quick and easy type of draw
distance adjustment part of the way our eyes work?  It seems very natural
to make SL work in its world the same way.

- AK (Aklo Modan)

On Mon, Aug 23, 2010 at 3:22 PM, Erik Anderson
eri...@odysseus.anderson.name wrote:
  
   Shouldn't the SL client be able to figure out what a good draw
distance
   would be?  Maybe have it start autodetecting draw distance based on
rolling
   average number of polygons visible or something?
  
It's not that simple, there are are a number of use cases that call
for different draw distances.

If you're playing with some kinds of vehicles, you may have the best
experience with a medium-low draw distance to keep framerates high but
still let you see where you're going.
If you're in the audience of a high-traffic event, you may have the
best experience with an extremely low draw distance.
If you're taking photographs, particularly of scenery, you will turn
draw distance up very high and not be so concerned with framerates.
If you're trying to keep an eye on a particular spot on a sim X
distance from you, you'll want to use a draw distance of at least X.
If you're in an indoor area with confined spaces, a very small draw
distance may be optimal.
If you're trying to get 'the lay of the land' for how a region is
spread out, a higher draw distance may be necessary so you can see
buildings and landscaping together.

This is just off the top of my head. Many of these depend on user's
preference for framerate vs scene details at a moment in time, and
can't be reliably guessed purely from inworld behavior (although there
are hints, I will grant).  I find myself frequently adjusting draw
distance in practice, mainly for photographcs, music events, and some
types of vehicle use. Viewers that have some quick UI for for this are
far more handy than the clicks involved in navigating to custom
graphics preferences.
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Re: [opensource-dev] Draw Distance

2010-08-23 Thread Tateru Nino


On 24/08/2010 6:06 AM, Martin Spernau wrote:
 Am 23.08.2010 um 21:39 schrieb Arrehn Oberlander:
 This is just off the top of my head. Many of these depend on user's
 preference for framerate vs scene details at a moment in time, and
 can't be reliably guessed purely from inworld behavior (although there
 are hints, I will grant).

 Isn't that much like in photography, where you have different kinds of
 'automatic' (shutter speed vc aperture auto) ... and depending on your
 creatice needs the one is betzer than the other and vice versa
 Maybe the 'optimize for high fps' and 'optimize for view distance'
 would be the viewer equivalöents
Something very much like that, yes. I've only got about six common 
settings, but I might use all of them in the space of five minutes.

-- 
Tateru Nino
http://dwellonit.taterunino.net/

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Re: [opensource-dev] separation between login id and publicly visible id(s) (was: display names = the end of 1.x viewers?)

2010-08-23 Thread Yoz Grahame
On 23 August 2010 11:51, Joel Foner joel.fo...@gmail.com wrote:

  As Josh and others have said, one of the things we'd need is a unique
 secret account identifier. Unfortunately the only existing account datum
 which might work here is email address, and that's not unique, though we're
 starting to think that it really should be


 Just a quick note... email addresses change fairly regularly. Basing the
 permanent unique account identifier on a transient token seems bound to
 create problems in the longer term due to user movements from one email
 address to another, and old addresses become invalid and even forgotten by
 users.


Many other services seem to manage it just fine. But this is the kind of
devil in the details that makes it require some more thought. I'm sure we'd
have some kind of internal account ID (in a similar vein to agent ID) to
which everything's tied, so that email changes would have minimal
administrative update cost, and we'd keep a history of all such changes.
That's *if* this is the route we take, if and when we do this work.

-- Yoz
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Re: [opensource-dev] separation between login id and publicly visible id(s) (was: display names = the end of 1.x viewers?)

2010-08-23 Thread Lance Corrimal
Am Monday 23 August 2010 schrieb Yoz Grahame:
 On 23 August 2010 11:51, Joel Foner joel.fo...@gmail.com wrote:
   As Josh and others have said, one of the things we'd need is a
   unique
   
  secret account identifier. Unfortunately the only existing
  account datum which might work here is email address, and
  that's not unique, though we're starting to think that it
  really should be
  
  Just a quick note... email addresses change fairly regularly.
  Basing the permanent unique account identifier on a transient
  token seems bound to create problems in the longer term due to
  user movements from one email address to another, and old
  addresses become invalid and even forgotten by users.
 
 Many other services seem to manage it just fine. But this is the
 kind of devil in the details that makes it require some more
 thought. I'm sure we'd have some kind of internal account ID (in a
 similar vein to agent ID) to which everything's tied, so that
 email changes would have minimal administrative update cost, and
 we'd keep a history of all such changes. That's *if* this is the
 route we take, if and when we do this work.
 
 -- Yoz


one additional field in the avatar's data... parent UUID... the main 
avi would have NULL_KEY in there, alts would have the UUID of the 
master account.
users would always log in with the login account, and after you log in 
but before you actually connect to the grid you'd get a popup with a 
list of your avatars to select from, and a button for create new 
avatar.

During rollout each avatar would be set up as a master avatar (parent 
avi = NULL_KEY), and on the website you could link your alts to your 
main account IF YOU SO DESIRE.

This relation would/should not be visible for anyone else but the 
avatars in question, of course.

each avatar could have a separate email address configured for IM to 
email, changeable in preferences and the website. newsletters and the 
likes would _only_ be delivered to master accounts... I believe that 
would cut the sheer volume of email traffic coming out of the lab down 
to 30% if not less (not counting IM to email).

This relation would/should not be visible for anyone else but the 
avatars in question, of course.

it would also open a way towards shared inventories (which might 
actually require an additional boolean in every asset... a permission 
bit that a creator could set, allow to share with your alts or 
such). it would also allow xstreet purchases to be delivered to your 
alt (making freebies pseudo-giftable).



bye,
LC


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Re: [opensource-dev] separation between login id and publicly visible id(s) (was: display names = the end of 1.x viewers?)

2010-08-23 Thread Ricky
And a further note: Be sure to handle the + (plus) character in emails.  Gmail
(and possibly other systems) allows you to concatenate a + and some
character string to the account name portion of the email address.
This would allow me to have myemail+a...@gmail.com, etc. allowing me
to only need a single email account, but have as many unique
addresses as I need for a given task.

I've had too much trouble with websites and programs accepting an
email address with a +, but choking on it after account creation...

Ricky
Cron Stardust

On Mon, Aug 23, 2010 at 1:51 PM, Lance Corrimal
lance.corri...@eregion.de wrote:
 Am Monday 23 August 2010 schrieb Yoz Grahame:
 On 23 August 2010 11:51, Joel Foner joel.fo...@gmail.com wrote:
   As Josh and others have said, one of the things we'd need is a
   unique
 
  secret account identifier. Unfortunately the only existing
  account datum which might work here is email address, and
  that's not unique, though we're starting to think that it
  really should be
 
  Just a quick note... email addresses change fairly regularly.
  Basing the permanent unique account identifier on a transient
  token seems bound to create problems in the longer term due to
  user movements from one email address to another, and old
  addresses become invalid and even forgotten by users.

 Many other services seem to manage it just fine. But this is the
 kind of devil in the details that makes it require some more
 thought. I'm sure we'd have some kind of internal account ID (in a
 similar vein to agent ID) to which everything's tied, so that
 email changes would have minimal administrative update cost, and
 we'd keep a history of all such changes. That's *if* this is the
 route we take, if and when we do this work.

 -- Yoz


 one additional field in the avatar's data... parent UUID... the main
 avi would have NULL_KEY in there, alts would have the UUID of the
 master account.
 users would always log in with the login account, and after you log in
 but before you actually connect to the grid you'd get a popup with a
 list of your avatars to select from, and a button for create new
 avatar.

 During rollout each avatar would be set up as a master avatar (parent
 avi = NULL_KEY), and on the website you could link your alts to your
 main account IF YOU SO DESIRE.

 This relation would/should not be visible for anyone else but the
 avatars in question, of course.

 each avatar could have a separate email address configured for IM to
 email, changeable in preferences and the website. newsletters and the
 likes would _only_ be delivered to master accounts... I believe that
 would cut the sheer volume of email traffic coming out of the lab down
 to 30% if not less (not counting IM to email).

 This relation would/should not be visible for anyone else but the
 avatars in question, of course.

 it would also open a way towards shared inventories (which might
 actually require an additional boolean in every asset... a permission
 bit that a creator could set, allow to share with your alts or
 such). it would also allow xstreet purchases to be delivered to your
 alt (making freebies pseudo-giftable).



 bye,
 LC


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Re: [opensource-dev] separation between login id and publicly visible id(s) (was: display names = the end of 1.x viewers?)

2010-08-23 Thread Argent Stonecutter
On 2010-08-23, at 13:18, Yoz Grahame wrote:
 As Josh and others have said, one of the things we'd need is a unique secret 
 account identifier. Unfortunately the only existing account datum which might 
 work here is email address, and that's not unique, though we're starting to 
 think that it really should be.

If email is an issue...

You could ask people to set up a unique account ID to merge their current 
accounts into. Or let them choose to keep on using (one of) their existing ID 
and create new avatars/identities/whatyoucallems under that.
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