Re: [opensource-dev] Viewer 2 beta crash osx

2010-10-16 Thread Erin Mallory

I would attach that video, any logs you can collect, and possibly a screen of 
anything odd in your inventory to a jira.  I might also attach some logs of a 
successful login in with 1.x  I knwo the codebases are different, but theres 
always the slim hope that by comparing the two something might become obvious.  
beyond that i dunno?

 Date: Sat, 16 Oct 2010 01:10:50 -0400
 From: m...@inworlddesigns.com
 To: opensource-dev@lists.secondlife.com
 Subject: [opensource-dev] Viewer 2 beta crash osx
 
 Ok so I have been having the crashing problem on login every since
 viewer 2. I can still login fine with the viewer 1.x viewers but none
 of the viewer 2 viewers login fully they just crash. I have tried
 clearing cache and deleting everything blah blah even reinstalled osx
 and same thing. Here is a video of when it crashes
 
 http://www.youtube.com/watch?v=nw9I1W6ugvI
 
 What else can I provide to help figure out what it might be?
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Re: [opensource-dev] Viewer 2 beta crash osx

2010-10-16 Thread Marc Adored
Well I think I just narrowed it down. I turned off streaming media and
I am able to login now. I guess viewer 2 auto loads the media even if
it isn't set to auto play? I should have thought of it earlier and I
don't know why I didn't. I can't play streaming media in the v1.x
viewers either but they don't try to play the streams auto or
something because I don't have to disable it on them I just can't play
them.

On Sat, Oct 16, 2010 at 2:11 AM, Erin Mallory
angel_of_crim...@hotmail.com wrote:
 I would attach that video, any logs you can collect, and possibly a screen
 of anything odd in your inventory to a jira.  I might also attach some logs
 of a successful login in with 1.x  I knwo the codebases are different, but
 theres always the slim hope that by comparing the two something might become
 obvious.  beyond that i dunno?

 Date: Sat, 16 Oct 2010 01:10:50 -0400
 From: m...@inworlddesigns.com
 To: opensource-dev@lists.secondlife.com
 Subject: [opensource-dev] Viewer 2 beta crash osx

 Ok so I have been having the crashing problem on login every since
 viewer 2. I can still login fine with the viewer 1.x viewers but none
 of the viewer 2 viewers login fully they just crash. I have tried
 clearing cache and deleting everything blah blah even reinstalled osx
 and same thing. Here is a video of when it crashes

 http://www.youtube.com/watch?v=nw9I1W6ugvI

 What else can I provide to help figure out what it might be?
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[opensource-dev] latest viewer-development checkout doesn't build...

2010-10-16 Thread Lance Corrimal
... it tries do download some of the prebuild libraries by scp which 
of course dies at LL's external firewall...

any reason for this?

bye,
LC

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[opensource-dev] What is the expected behaviour when double clicking floater edges? (VWR-23452)

2010-10-16 Thread Boroondas Gupte
 Personally, I didn't expect double clicking the edges or corners of a
resizeable floater to do anything at all, so I didn't do it until it
happened to me yesterday by accident. I was surprised to see the floater
change size and figured I must have been moving the mouse, thus dragging
the edge. But when trying again, noticed this also happened when the
mouse pointer wasn't moving at all, so I filed bug VWR-23452
https://jira.secondlife.com/browse/VWR-23452.

Further investigation revealed that the double clicked edge became
aligned to the edges of other floaters or the edge of the Second Life
window. While unexpected to me, this might be useful for arranging
floaters and doesn't look like a bug but rather like a deliberately
coded feature.

Is it? I didn't know about this yet, but it looks like this was already
present in 1.23.

Cheers,
Boroondas
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Re: [opensource-dev] latest viewer-development checkout doesn't build...

2010-10-16 Thread WolfPup Lowenhar
Actually there is a jira on this issue generated last night.

 

https://jira.secondlife.com/browse/VWR-23455

 

 

 

From: opensource-dev-boun...@lists.secondlife.com
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Lance
Corrimal
Sent: Saturday, October 16, 2010 5:10 AM
To: opensource-dev@lists.secondlife.com
Subject: [opensource-dev] latest viewer-development checkout doesn't
build...

 

... it tries do download some of the prebuild libraries by scp which
of course dies at LL's external firewall...

any reason for this?

bye,
LC

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  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1136 / Virus Database: 422/3199 - Release Date: 10/15/10

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Re: [opensource-dev] Project-MESH viewer

2010-10-16 Thread Oz Linden (Scott Lawrence)
  On 2010-10-15 18:00, Trilo Byte wrote:
 But on the flipside, the Project MESH viewer has working shadows for nVidia 
 GPU's on Mac (never happened before on any known config), and anti-aliasing's 
 fixed.  If we could get that bit out of the mesh viewer and into the 2.2 
 pipeline, we'd really be in great shape IMO.

The AA fix is in the 2.2 pipeline (I did that merge) ... not sure about 
the other (since I don't know which change that was).

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Re: [opensource-dev] O.O Display name code DROP!

2010-10-16 Thread Oz Linden (Scott Lawrence)

 On 2010-10-15 19:22, Boroondas Gupte wrote:

On 10/16/2010 12:59 AM, SuezanneC Baskerville wrote:
What happened to that jira issue? It appears to have been moved to 
SEC or something like that.
It has been moved to DN-179 
https://jira.secondlife.com/browse/DN-179. (I guess DN stands for 
display names.) Why we can't see that jira project although display 
names has been on Aditi for some while now, I don't know.


The fact that it became invisible when assigned to the development team 
is a configuration error.  I've put in a request for a fix, and expect 
that it will be done in the next few days (the person who normally makes 
such changes returns from vacation on Monday, I think).


As Boroondas noted, the part of that issue that broke the creation of 
personal chat logs has been fixed and integrated into the current 
development viewer.


The issue of whether or not to create .txt and/or .llsd logs is being 
tracked separately:


https://jira.secondlife.com/browse/VWR-22940

Please don't add comments to that issue that amount to just agreeing 
with or disagreeing with one or another of the points already made there 
(this list is an ok place for that, if you feel you must do it 
somewhere).  The Jira tracker isn't a forum, and comments like that 
don't add much value.  The various points of view are pretty well 
represented there now.

This issue won't be dropped... watch this thread and the issue for updates.

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Re: [opensource-dev] Project-MESH viewer

2010-10-16 Thread Ann Otoole
Are you planning to enable shine on prims with lighting/shadows on or is full 
lighting effects disable shininess something we need to accept as permanent and 
texture around? (Note that lighting in Kirstens also disables shine)




From: Oz Linden (Scott Lawrence) o...@lindenlab.com
To: opensource-dev@lists.secondlife.com
Sent: Sat, October 16, 2010 11:01:38 AM
Subject: Re: [opensource-dev] Project-MESH viewer

  On 2010-10-15 18:00, Trilo Byte wrote:
 But on the flipside, the Project MESH viewer has working shadows for nVidia 
GPU's on Mac (never happened before on any known config), and anti-aliasing's 
fixed.  If we could get that bit out of the mesh viewer and into the 2.2 
pipeline, we'd really be in great shape IMO.

The AA fix is in the 2.2 pipeline (I did that merge) ... not sure about 
the other (since I don't know which change that was).

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Re: [opensource-dev] Project-MESH viewer

2010-10-16 Thread Geenz Spad
Shiny does work with the deferred renderer (or Lighting and Shadows as it's
now called in the Mesh viewer).  It's simply handled differently; it
reflects light in the form of what's known as specular reflectance, instead
of reflecting the sky environment (at one point it reflected both around
2008 and 2009).  Different shiny settings effects the overall brightness and
distribution of the specular exponent.

On Sat, Oct 16, 2010 at 11:24 AM, Ann Otoole missannoto...@yahoo.comwrote:

 Are you planning to enable shine on prims with lighting/shadows on or is
 full lighting effects disable shininess something we need to accept as
 permanent and texture around? (Note that lighting in Kirstens also disables
 shine)

 --
 *From:* Oz Linden (Scott Lawrence) o...@lindenlab.com
 *To:* opensource-dev@lists.secondlife.com
 *Sent:* Sat, October 16, 2010 11:01:38 AM
 *Subject:* Re: [opensource-dev] Project-MESH viewer

   On 2010-10-15 18:00, Trilo Byte wrote:
  But on the flipside, the Project MESH viewer has working shadows for
 nVidia GPU's on Mac (never happened before on any known config), and
 anti-aliasing's fixed.  If we could get that bit out of the mesh viewer and
 into the 2.2 pipeline, we'd really be in great shape IMO.

 The AA fix is in the 2.2 pipeline (I did that merge) ... not sure about
 the other (since I don't know which change that was).

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Re: [opensource-dev] O.O Display name code DROP!

2010-10-16 Thread Argent Stonecutter

On 2010-10-15, at 16:36, Ricky wrote:
 All that's needed is a linked XSL stylesheet to make it just as easy
 to read as the text files were.

1. It's not in XML, it's in notation format. This is a good thing, because...
2. LLSD is really badly designed from the point of XSL transformations. Instead 
of having the type and value as attributes, they have them in completely 
separate tags, so the ordering of tags matters so you have to use streaming 
XSLT.
3. There are more tools people use for browsing and reading log files than text 
editors. If you can't grep it, for example, it's junk.
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Re: [opensource-dev] Project-MESH viewer

2010-10-16 Thread Ann Otoole
There is no shine at all when lighting/shadows is enabled. Sorry. None 
whatsoever. Full shine black is just flat black. Full shine white is just flat 
white. Full shine textures are just the textures. It is completely broken. And 
this, in turn, breaks content that was sold with the expectation it was shiny.

On the bright side it might make people rely less on shine to hide things that 
cannot be textured properly (sculpts generated from a wad of prims) or to cover 
a lack of decent texturing. I'm already discontinuing use of shine as much as 
possible because of this content breaker.

And yes we will need the other aspects of texturing for mesh as soon as 
possible 
if possible. Wet looking skin with bulging veins on Cthu'lhu would indeed be 
awesome.

But shine was broken once with windlight. Now it has been obliterated with 
deferred rendering.

I don't expect to live long enough to see real time true reflectivity in Second 
Life. Like latex that actually reflects. Would be nice but there are miles and 
miles to go to get that gpu capability for real time translated to opengl and 
then farther to go to show up in Second life. Or third life or whatever this 
concept is called at that point 50 years from now if there is still an internet 
(doubtful) and civilians are allowed to be in possession of computers beyond 
what they are chipped with.






From: Geenz Spad ge...@geenzo.com
To: opensource-dev@lists.secondlife.com
Sent: Sat, October 16, 2010 12:41:48 PM
Subject: Re: [opensource-dev] Project-MESH viewer

Shiny does work with the deferred renderer (or Lighting and Shadows as it's now 
called in the Mesh viewer).  It's simply handled differently; it reflects light 
in the form of what's known as specular reflectance, instead of reflecting the 
sky environment (at one point it reflected both around 2008 and 2009). 
 Different shiny settings effects the overall brightness and distribution of 
the 
specular exponent.


On Sat, Oct 16, 2010 at 11:24 AM, Ann Otoole missannoto...@yahoo.com wrote:

Are you planning to enable shine on prims with lighting/shadows on or is full 
lighting effects disable shininess something we need to accept as permanent and 
texture around? (Note that lighting in Kirstens also disables shine)




From: Oz Linden (Scott Lawrence) o...@lindenlab.com
To: opensource-dev@lists.secondlife.com
Sent: Sat, October 16, 2010 11:01:38 AM
Subject: Re: [opensource-dev] Project-MESH viewer


   On 2010-10-15 18:00, Trilo Byte wrote:
 But on the flipside, the Project MESH viewer has working shadows for nVidia 
GPU's on Mac (never happened before on any known config), and anti-aliasing's 
fixed.  If we could get that bit out of the mesh viewer and into the 2.2 
pipeline, we'd really be in great shape IMO.

The AA fix is in the 2.2 pipeline (I did that merge) ... not sure about 
the other (since I don't know which change that was).

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Re: [opensource-dev] What is the expected behaviour when double clicking floater edges? (VWR-23452)

2010-10-16 Thread Nexii Malthus
Oh, wow, that's cool. Never knew that too.

- Nexii

On Sat, Oct 16, 2010 at 12:11 PM, Boroondas Gupte 
slli...@boroon.dasgupta.ch wrote:

  Personally, I didn't expect double clicking the edges or corners of a
 resizeable floater to do anything at all, so I didn't do it until it
 happened to me yesterday by accident. I was surprised to see the floater
 change size and figured I must have been moving the mouse, thus dragging the
 edge. But when trying again, noticed this also happened when the mouse
 pointer wasn't moving at all, so I filed bug 
 VWR-23452https://jira.secondlife.com/browse/VWR-23452
 .

 Further investigation revealed that the double clicked edge became aligned
 to the edges of other floaters or the edge of the Second Life window. While
 unexpected to me, this might be useful for arranging floaters and doesn't
 look like a bug but rather like a deliberately coded feature.

 Is it? I didn't know about this yet, but it looks like this was already
 present in 1.23.

 Cheers,
 Boroondas

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Re: [opensource-dev] Project-MESH viewer

2010-10-16 Thread leliel
On Sat, Oct 16, 2010 at 12:27 PM, Ann Otoole missannoto...@yahoo.com wrote:
 There is no shine at all when lighting/shadows is enabled. Sorry. None
 whatsoever. Full shine black is just flat black. Full shine white is just
 flat white. Full shine textures are just the textures. It is completely
 broken. And this, in turn, breaks content that was sold with the
 expectation it was shiny.

Shiny enables specular highlights, not reflections. Physically the two
are the same thing, but in raster based graphics they are separate.
That weird metallic colored blob we had before was just a quick and
dirt hack, with lighting  shadows enabled the viewer will do true
specular highlights which depend on the angle of the light and the
camera in order to be visible.

 I don't expect to live long enough to see real time true reflectivity in
 Second Life. Like latex that actually reflects. Would be nice but there are
 miles and miles to go to get that gpu capability for real time translated to
 opengl and then farther to go to show up in Second life. Or third life or
 whatever this concept is called at that point 50 years from now if there is
 still an internet (doubtful) and civilians are allowed to be in possession
 of computers beyond what they are chipped with.

OpenGL has been able to do reflections for a long time now, it's just
a very demanding process since you have to render the scene from the
point of view of each reflective object in addition to the camera's
view point. Older games would cheat and just render one cube map for
the whole scene and use it for all reflections, but that may not be
acceptable in sl.

Once again, the dynamic, user made content in sl is what holds us
back. There is no way to limit the number of reflective objects in
view and using more then a hand full would bring all but the current
top of the line cards to their knees. What we need is fine grain
control over how objects are rendered instead of just everything in
the view plain been drawn in full (LOD'd) detail. The shadow maps  GI
code does this with a distance based cut off. Having a distance / size
cut off for reflections would help a lot with any over use of them.
Adding in full impostors for all objects would be even better.

Over all I'd say the viewer needs to start doing some serious resource
management if we ever want to have a draw distance measured in
kilometers.
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[opensource-dev] question

2010-10-16 Thread Erin Mallory

Why is it 2.0 seems to autodecline inventory for most people if they crash or 
get logged out before they can accept the inventory?  this is really annoying.  
is there a way to change that somewhere?  Im sick of throwing away money and 
losing gifts because stuff doesn't get delivered. 
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[opensource-dev] Reflections in SL. Re: Project-MESH viewer

2010-10-16 Thread Argent Stonecutter
On 2010-10-16, at 16:58, leliel wrote:
 OpenGL has been able to do reflections for a long time now, it's just
 a very demanding process since you have to render the scene from the
 point of view of each reflective object in addition to the camera's
 view point. Older games would cheat and just render one cube map for
 the whole scene and use it for all reflections, but that may not be
 acceptable in sl.

Sure it is. They had it working on First Look 1.13.57575. The source code for 
which is in the old viewer archives. It was nerfed some (the cube map was 
reduced to about 32x32) but the RenderDynamicReflections option was still there 
right up to Windlight. People LOVED it, particularly in rave-style clubs.
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Re: [opensource-dev] Reflections in SL. Re: Project-MESH viewer

2010-10-16 Thread SuezanneC Baskerville
I'd be quite content with mirror surfaces that only, for example, reflected
avatars.

I think people would enjoy mirrors no matter how much restriction had to be
placed on them to keep them from hogging excess resources.

On Sat, Oct 16, 2010 at 5:27 PM, Argent Stonecutter secret.arg...@gmail.com
 wrote:

 On 2010-10-16, at 16:58, leliel wrote:
  OpenGL has been able to do reflections for a long time now, it's just
  a very demanding process since you have to render the scene from the
  point of view of each reflective object in addition to the camera's
  view point. Older games would cheat and just render one cube map for
  the whole scene and use it for all reflections, but that may not be
  acceptable in sl.

 Sure it is. They had it working on First Look 1.13.57575. The source code
 for which is in the old viewer archives. It was nerfed some (the cube map
 was reduced to about 32x32) but the RenderDynamicReflections option was
 still there right up to Windlight. People LOVED it, particularly in
 rave-style clubs.
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-- 
v i r t u a l   w o r l d   e n t h u s i a s t
-- http://www.google.com/profiles/s u e z a n n e --
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Re: [opensource-dev] Reflections in SL. Re: Project-MESH viewer

2010-10-16 Thread Argent Stonecutter
On 2010-10-16, at 17:31, SuezanneC Baskerville wrote:
 I'd be quite content with mirror surfaces that only, for example, reflected 
 avatars. 

They had a lot better than that...

http://www.sluniverse.com/pics/pic.aspx?id=139865

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Re: [opensource-dev] Reflections in SL. Re: Project-MESH viewer

2010-10-16 Thread Oz Linden (Scott Lawrence)
  On 2010-10-16 19:04, leliel wrote:
 On Sat, Oct 16, 2010 at 3:31 PM, SuezanneC Baskerville
 sueza...@gmail.com  wrote:
 I'd be quite content with mirror surfaces that only, for example, reflected
 avatars.

 I think people would enjoy mirrors no matter how much restriction had to be
 placed on them to keep them from hogging excess resources.
 I suppose low quality reflections are better then nothing. But I think
 LL has their hands full with other things at the moment. If we want
 them we'll have to code them up ourselves.

Now there's a sentiment I can get behind !   :-)


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Re: [opensource-dev] Reflections in SL. Re: Project-MESH viewer

2010-10-16 Thread Jay Reynolds Freeman
Now, wouldn't the vampire folks be delighted with a mirror that
had a don't reflect my avatar option ...

--  Jay Reynolds Freeman
-
jay_reynolds_free...@mac.com
http://web.mac.com/jay_reynolds_freeman (personal web site)


On Oct 16, 2010, at 4:45 PM, Oz Linden (Scott Lawrence) wrote:

 On 2010-10-16 19:04, leliel wrote:
 On Sat, Oct 16, 2010 at 3:31 PM, SuezanneC Baskerville
 sueza...@gmail.com  wrote:
 I'd be quite content with mirror surfaces that only, for example, reflected
 avatars.
 
 I think people would enjoy mirrors no matter how much restriction had to be
 placed on them to keep them from hogging excess resources.
 I suppose low quality reflections are better then nothing. But I think
 LL has their hands full with other things at the moment. If we want
 them we'll have to code them up ourselves.

Now there's a sentiment I can get behind !   :-)


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Re: [opensource-dev] Project-MESH viewer

2010-10-16 Thread Jonathan Goodman
Case in point... http://www.flickr.com/photos/50275...@n04/5079086973/ 
The floors have Shiny set to medium.


leliel wrote:

On Sat, Oct 16, 2010 at 12:27 PM, Ann Otoolemissannoto...@yahoo.com  wrote:

There is no shine at all when lighting/shadows is enabled. Sorry. None
whatsoever. Full shine black is just flat black. Full shine white is just
flat white. Full shine textures are just the textures. It is completely
broken. And this, in turn, breaks content that was sold with the
expectation it was shiny.


Shiny enables specular highlights, not reflections. Physically the two
are the same thing, but in raster based graphics they are separate.
That weird metallic colored blob we had before was just a quick and
dirt hack, with lighting  shadows enabled the viewer will do true
specular highlights which depend on the angle of the light and the
camera in order to be visible.


I don't expect to live long enough to see real time true reflectivity in
Second Life. Like latex that actually reflects. Would be nice but there are
miles and miles to go to get that gpu capability for real time translated to
opengl and then farther to go to show up in Second life. Or third life or
whatever this concept is called at that point 50 years from now if there is
still an internet (doubtful) and civilians are allowed to be in possession
of computers beyond what they are chipped with.


OpenGL has been able to do reflections for a long time now, it's just
a very demanding process since you have to render the scene from the
point of view of each reflective object in addition to the camera's
view point. Older games would cheat and just render one cube map for
the whole scene and use it for all reflections, but that may not be
acceptable in sl.

Once again, the dynamic, user made content in sl is what holds us
back. There is no way to limit the number of reflective objects in
view and using more then a hand full would bring all but the current
top of the line cards to their knees. What we need is fine grain
control over how objects are rendered instead of just everything in
the view plain been drawn in full (LOD'd) detail. The shadow maps  GI
code does this with a distance based cut off. Having a distance / size
cut off for reflections would help a lot with any over use of them.
Adding in full impostors for all objects would be even better.

Over all I'd say the viewer needs to start doing some serious resource
management if we ever want to have a draw distance measured in
kilometers.
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Re: [opensource-dev] Project-MESH viewer

2010-10-16 Thread Patnad Babii
“Or third life orwhatever this concept is called at that point 50 years from 
now if there isstill an internet (doubtful) and civilians are allowed to be in 
possessionof computers beyond what they are chipped with.”

We have to all stand together for our rights of free speech, creativity and 
don’t let them implant you chips then we all should be fine in 50 years from 
now. 

Just think about it there a general awakening that is happening, people start 
to realize that the gov has too much power, we just need to take it back.



From: Jonathan Goodman 
Sent: Saturday, October 16, 2010 10:49 PM
To: opensource-dev@lists.secondlife.com 
Subject: Re: [opensource-dev] Project-MESH viewer

Case in point... http://www.flickr.com/photos/50275...@n04/5079086973/ The 
floors have Shiny set to medium.

leliel wrote: 
On Sat, Oct 16, 2010 at 12:27 PM, Ann Otoole mailto:missannoto...@yahoo.com 
wrote:
There is no shine at all when lighting/shadows is enabled. Sorry. None
whatsoever. Full shine black is just flat black. Full shine white is just
flat white. Full shine textures are just the textures. It is completely
broken. And this, in turn, breaks content that was sold with the
expectation it was shiny.

Shiny enables specular highlights, not reflections. Physically the two
are the same thing, but in raster based graphics they are separate.
That weird metallic colored blob we had before was just a quick and
dirt hack, with lighting  shadows enabled the viewer will do true
specular highlights which depend on the angle of the light and the
camera in order to be visible.

I don't expect to live long enough to see real time true reflectivity in
Second Life. Like latex that actually reflects. Would be nice but there are
miles and miles to go to get that gpu capability for real time translated to
opengl and then farther to go to show up in Second life. Or third life or
whatever this concept is called at that point 50 years from now if there is
still an internet (doubtful) and civilians are allowed to be in possession
of computers beyond what they are chipped with.

OpenGL has been able to do reflections for a long time now, it's just
a very demanding process since you have to render the scene from the
point of view of each reflective object in addition to the camera's
view point. Older games would cheat and just render one cube map for
the whole scene and use it for all reflections, but that may not be
acceptable in sl.

Once again, the dynamic, user made content in sl is what holds us
back. There is no way to limit the number of reflective objects in
view and using more then a hand full would bring all but the current
top of the line cards to their knees. What we need is fine grain
control over how objects are rendered instead of just everything in
the view plain been drawn in full (LOD'd) detail. The shadow maps  GI
code does this with a distance based cut off. Having a distance / size
cut off for reflections would help a lot with any over use of them.
Adding in full impostors for all objects would be even better.

Over all I'd say the viewer needs to start doing some serious resource
management if we ever want to have a draw distance measured in
kilometers.
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Re: [opensource-dev] Reflections in SL. Re: Project-MESH viewer

2010-10-16 Thread Tateru Nino


On 17/10/2010 10:45 AM, Oz Linden (Scott Lawrence) wrote:
On 2010-10-16 19:04, leliel wrote:
 On Sat, Oct 16, 2010 at 3:31 PM, SuezanneC Baskerville
 sueza...@gmail.com   wrote:
 I'd be quite content with mirror surfaces that only, for example, reflected
 avatars.

 I think people would enjoy mirrors no matter how much restriction had to be
 placed on them to keep them from hogging excess resources.
 I suppose low quality reflections are better then nothing. But I think
 LL has their hands full with other things at the moment. If we want
 them we'll have to code them up ourselves.
 Now there's a sentiment I can get behind !   :-)

A year or two ago, I was treated to a demonstration of working mirrors 
in SL. It was an override of Shiny, and I had to install a custom shader 
file to my SL viewer installation directory. As far as I know, the 
project died because - in order to work - it needs a bit or a texture 
property flag from Linden lab on the server-side, otherwise it is 
surprising or unexpected functionality that potentially breaks 
content, and thus is a no-no under the TPVP.
-- 

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

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