[opensource-dev] Daily Scrum Summary - Thursday, October 21

2010-10-22 Thread Anya Kanevsky
*Date: **Wed** **Oct **20*

*== GENERAL NOTES ==*
* Merge Monkey of the Day: Oz

*== DAILY SCRUM ==*

*=== Merov ===*
*PAST*
* STORM-423: Created a changeset, ready for review
* STORM-406: Discussed with lkalif. Updated build wiki. Ready for review.
* STORM-173: Found a repro case at last.
* Merge Monkey-ing

*FUTURE*
* STORM-173: Study and fix or leave it that way.
* STORM-104: kdu upgrade
* STORM-105 : Perf decompression: put new data out, check the work done by
opensource-dev community on similar tests.

*IMPEDIMENTS*
* Latest KDU bits: still waiting...


*==**Oz** Linden**==*
*PAST*
* Lots of internal discussion re: develop site
* Discuss opening map javascript
* Office Hour
... not very productive day, somehow...

*FUTURE*
* Meetings regarding new TPV directory site
* Review backlog for osdev candidate issues w/ Esbee
* Learn how to do library change tests in TeamCity

*IMPEDIMENTS*
* None


*=== Q **Linden**===*
PAST
 * Move my desk
 * Work on an internal tool
 * Process documentation
 * Meetings
* *
*FUTURE*
 * Process negotiation
 * Meetings
 * Code tomorrow?

*IMPEDIMENTS*
 * Too much time spent educating others on process


*=== Esbee Linden ===*
*PAST*
* Draft of Viewer 2.3 Beta 1 Announcement Blog Post
* Coordinating Viewer 2.3 Beta 1 release
* Viewer Beta and Release Process work
* VWR Triage
* Started Prefs requirements work
* Beat Q, Gez, and Nyx at Dominion

*FUTURE*
* Continue work on Viewer 2.3 Beta 1 blog post
* Systems requirements analysis
* Preferences review
* VWR Triage
* Viewer 2.3 Beta 1 Release Coordination
* Mockup wiki page for Viewer downloads
* Review STORM-255
* Finish chart reporting review on Jira

*IMPEDIMENTS*
* None (just time)


*=== Paul ProductEngine===*
*PAST:*
* STORM-39 As a User, I want to control how long a chat toast appears before
it fades. Please add fade time back to Chat preferences.
** Completed first part of the task. Tomorrow will continue the rest of the
task.

*FUTURE:*
* STORM-39 As a User, I want to control how long a chat toast appears before
it fades. Please add fade time back to Chat preferences.

*IMPEDIMENTS:*
* none
to menu button's mouse down handler.


*=== Seth Productengine ===*
*PAST:*
*BUG (STORM-426) Menu button looks as being pressed while its menu is
displayed by another control
** WIP.
**Added visibility change signal to LLMenuGL. Faced the problem with
hideMenus() changing menu visibility prior

*FUTURE:*
* BUG (STORM-426) Menu button looks as being pressed while its menu is
displayed by another control
** Estimated: 4 hours.
* BUG (STORM-296) Cursor doesn't change when trying to drag and drop
non-landmark items into Favorites folder

I*MPEDIMENTS:*
* none

*=== Andrew Productengine ===*
*PAST:*
* Bug STORM-322 (Group Member Search: gives more entries then the search
string suggests)
** Fixed the bug. Will add saving of member list order in setting, test and
put on review. Estimate - 2 hours.

*FUTURE*
* Finish STORM-322.
* Critical bug  STORM-95 (Upload hangs client).

*IMPEDIMENTS:*
* none


*=== Vadim Productengine ===*
*PAST:*
* Bug STORM-311 (*Share button is enabled if select non worn wearable and
wear it*):
** Fixed.
*Bug STORM-419 (*Port of SNOW-422 to SG 2.0: anonymous' is used
uninitialized in this function inlldarray.h*):

** Submitted a 3rd party patch.
* Bug STORM-417 (*Port of SNOW-140 to SG 2.0 : Forced updates not working on
Mac*):

** Submitted a 3rd party patch.
* Found a workaround for the build problem described in STORM-406.
* Consulted Seth about STORM-426.

*FUTURE:*
* will pick something from sprint 6

*IMPEDIMENTS:*
* Need Q to answer in STORM-297.
* Need more tickets targeted for sprint 6.
* There is a showstopper bug STORM-182 which is still targeted to 2.2.0
beta. It seems to be wrong.

*=== Andrey Productengine ===*
*PAST:*
* Viewer 2.3.0 Beta1 integrity tests are passed on Win;
* Viewer 2.3.0 Beta1 smoke tests are passed on OSX and almost done on
Windows and Linux
* started regression testing of Viewer 2.3.0 Beta1

*FUTURE:*
* finish smoke tests on Windows and Linux
* proceed with regression tests

*IMPEDIMENTS:*
* none
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Re: [opensource-dev] Mesh Source Code ETA

2010-10-22 Thread Aidan Thornton
On 10/22/10, Zabb65 zab...@gmail.com wrote:
 Looks like this does not need an answer now. Code is up.
 http://hg.secondlife.com/mesh-development/
 \o/

Looks like convex decomposition support has been pulled.
LLConvexDecomposition is a proprietary library based on Havok (TM)
physics libraries. In its place, Linden Lab shares the code for
LLConvexDecompositionStub, a stub version of the same library with no
proprietary components.

I'd suggest porting the convex decomposition code from something like
(for example) Bullet instead might be a good idea.
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Re: [opensource-dev] Mesh Source Code ETA

2010-10-22 Thread Zabb65
I think this would be the most obvious way to add proper decomposition
support back into the client, and allow for a full third party
implementation. Bullet has a fairly basic decomposition engine, but it
should work for what is being done, even if the results are not 100%
idea, and possibly can be worked into snowstorm given sufficient time
and testing.

On Fri, Oct 22, 2010 at 05:03, Aidan Thornton makos...@gmail.com wrote:
 On 10/22/10, Zabb65 zab...@gmail.com wrote:
 Looks like this does not need an answer now. Code is up.
 http://hg.secondlife.com/mesh-development/
 \o/

 Looks like convex decomposition support has been pulled.
 LLConvexDecomposition is a proprietary library based on Havok (TM)
 physics libraries. In its place, Linden Lab shares the code for
 LLConvexDecompositionStub, a stub version of the same library with no
 proprietary components.

 I'd suggest porting the convex decomposition code from something like
 (for example) Bullet instead might be a good idea.

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Re: [opensource-dev] Mesh Source Code ETA

2010-10-22 Thread Aidan Thornton
On 10/22/10, Zabb65 zab...@gmail.com wrote:
 Looks like this does not need an answer now. Code is up.
 http://hg.secondlife.com/mesh-development/
 \o/

Oh, lovely:

/**
* @filellphysicsshapebuilder.cpp
* @brief   Generic system to convert LL(Physics)VolumeParams to
physics shapes
* @author  fal...@lindenlab.com
*
* $LicenseInfo:firstyear=2010license=internal$
*
* Copyright (c) 2010, Linden Research, Inc.
*
* The following source code is PROPRIETARY AND CONFIDENTIAL. Use of
* this source code is governed by the Linden Lab Source Code Disclosure
* Agreement (Agreement) previously entered between you and Linden
* Lab. By accessing, using, copying, modifying or distributing this
* software, you acknowledge that you have been informed of your
* obligations under the Agreement and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED AS IS. LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/

I do wish organisations wouldn't do things like this... it's a real pain.
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Re: [opensource-dev] Mesh Source Code ETA

2010-10-22 Thread Dave Booth
Theres even precedent for that kind of approach, where image decode is 
handled by kdu in the linden builds, but it falls back to jpeg2k if kdu 
isnt available. Indeed, the absence of a functionally equivalent 
fallback wherever code that is encumbered by proprietary licenses that 
restrict its opensource release is referenced is a severe blow to the 
entire snowstorm project, as it guarantees that any viewer built from 
source will never be feature-complete. Getting a working decomposer 
thats releasable ported in there should be a pretty high priority for 
the mesh project. I'd even go so far as to suggest that if proprietary 
code is to be used in a viewer feature, the availability of a 
functionally equivalent (doesnt have to perform as well, just has to 
work) source-releasable fallback should be a requirement for the 
introduction of the proprietary code to pass review.

On 10/22/2010 04:12, Zabb65 wrote:
 I think this would be the most obvious way to add proper decomposition
 support back into the client, and allow for a full third party
 implementation. Bullet has a fairly basic decomposition engine, but it
 should work for what is being done, even if the results are not 100%
 idea, and possibly can be worked into snowstorm given sufficient time
 and testing.

 On Fri, Oct 22, 2010 at 05:03, Aidan Thorntonmakos...@gmail.com  wrote:
 On 10/22/10, Zabb65zab...@gmail.com  wrote:
 Looks like this does not need an answer now. Code is up.
 http://hg.secondlife.com/mesh-development/
 \o/
 Looks like convex decomposition support has been pulled.
 LLConvexDecomposition is a proprietary library based on Havok (TM)
 physics libraries. In its place, Linden Lab shares the code for
 LLConvexDecompositionStub, a stub version of the same library with no
 proprietary components.

 I'd suggest porting the convex decomposition code from something like
 (for example) Bullet instead might be a good idea.

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[opensource-dev] Mesh viewer source code

2010-10-22 Thread Nyx Linden
Sorry for the delay, there's been a few build and licensing issues that 
have cropped up recently that have made it difficult to get the source 
code published for the mesh viewer. That being said, the source is now 
public, at the following repository:

http://hg.secondlife.com/mesh-development/

Please note that there are still some build errors on some platforms, 
but there have been a few requests that we release the source even 
before these issues are fixed. I'll be focusing on getting these errors 
fixed tomorrow, so if you encounter specific build issues, please let me 
know.

There are a few new libraries that are linked into the viewer - the 
source code for these will be released soon. The new libraries are:

glod - level of detail library we use for auto-generating different 
levels of detail. Based on this library: 
http://www.cs.jhu.edu/~graphics/GLOD/  We have some tweaks that make it 
work with our system, and will be releasing the source shortly.

collada - we're wrapping the standard collada libs with some code that 
makes it work with our viewer. We'll be releasing the source to our 
modifications shortly.

Convex decomposition stub - We're using havok to decompose meshes into 
multiple convex hulls in our official release. However, to support the 
development of a fully open-source solution, we're releasing the source 
code to the stub (non-functional) version of the library we're 
providing to compile the mesh viewer. This stub should have all the 
relevant information necessary to start development of a new convex 
decomposition library. We hope to have the source up shortly.

I'm very interested personally in seeing a fully open-source convex 
decomposition library created to work with our mesh source code, so if 
anyone would like to get started on this, please let me know and I'll do 
what I can to support such an effort!

Please note that the current state of the code isn't fully stable - 
initial builds have reported a linking issue on linux, and a crash on 
windows. I'll be working to resolve these issues ASAP, but if you have 
any specific information on how the build is breaking, please let me 
know! This will be our primary repository, so check back for updates and 
build fixes :)

Thanks everyone for your patience on waiting for the code!

  -Nyx
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[opensource-dev] Building Alignment Tool by Qarl Fizz

2010-10-22 Thread Nalates Urriah
This came out a couple of days ago. New World Notes covered it today, as I
did. http://nalates.wordpress.com/2010/10/22/qarl-fizz-prim-alignment-tool/

In SL I use Prim Docker to do prim and texture alignment. I'm not sure
Qarl's tool will replace prim docker for me, but it is a great start. I like
Prim Docker but it is a bit awkward. Qarl's solution is much more elegant.

Since the code is already written and working by a former Linden, will it be
added to the SL Viewer?

-- 
Nalates Urriah (SL AV)
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Re: [opensource-dev] As a content creator, I would like...

2010-10-22 Thread Stickman
On Mon, Oct 18, 2010 at 11:42 AM, Zabb65 zab...@gmail.com wrote:
 The local script editing and local texture editing has already been
 done before and were implemented in phoenix. Scripting was done by
 Katharine and textures were done by Vaalith.

Is there a patch available for local script and textures syncing with
SL somewhere?

Stickman
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Re: [opensource-dev] Mesh viewer source code

2010-10-22 Thread Nyx Linden
Library source code is now up as well! the repositories are listed below:
http://bitbucket.org/lindenlab/glod
http://bitbucket.org/lindenlab/colladadom
http://bitbucket.org/lindenlab/llconvexdecompositionstub

Let me know if there are any questions!

  -Nyx

On 10/22/2010 11:43 AM, Nyx Linden wrote:
 Sorry for the delay, there's been a few build and licensing issues 
 that have cropped up recently that have made it difficult to get the 
 source code published for the mesh viewer. That being said, the source 
 is now public, at the following repository:

 http://hg.secondlife.com/mesh-development/

 Please note that there are still some build errors on some platforms, 
 but there have been a few requests that we release the source even 
 before these issues are fixed. I'll be focusing on getting these 
 errors fixed tomorrow, so if you encounter specific build issues, 
 please let me know.

 There are a few new libraries that are linked into the viewer - the 
 source code for these will be released soon. The new libraries are:

 glod - level of detail library we use for auto-generating different 
 levels of detail. Based on this library: 
 http://www.cs.jhu.edu/~graphics/GLOD/  We have some tweaks that make 
 it work with our system, and will be releasing the source shortly.

 collada - we're wrapping the standard collada libs with some code that 
 makes it work with our viewer. We'll be releasing the source to our 
 modifications shortly.

 Convex decomposition stub - We're using havok to decompose meshes into 
 multiple convex hulls in our official release. However, to support the 
 development of a fully open-source solution, we're releasing the 
 source code to the stub (non-functional) version of the library 
 we're providing to compile the mesh viewer. This stub should have all 
 the relevant information necessary to start development of a new 
 convex decomposition library. We hope to have the source up shortly.

 I'm very interested personally in seeing a fully open-source convex 
 decomposition library created to work with our mesh source code, so if 
 anyone would like to get started on this, please let me know and I'll 
 do what I can to support such an effort!

 Please note that the current state of the code isn't fully stable - 
 initial builds have reported a linking issue on linux, and a crash on 
 windows. I'll be working to resolve these issues ASAP, but if you have 
 any specific information on how the build is breaking, please let me 
 know! This will be our primary repository, so check back for updates 
 and build fixes :)

 Thanks everyone for your patience on waiting for the code!

  -Nyx

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[opensource-dev] (CTS-315) march choice for 64bit builds

2010-10-22 Thread Boroondas Gupte
 Because SSE2 is now required anyway, -march=pentium4 is now passed for
building lindenlab/mesh-development. Of course, this doesn't work for
64bit builds. (See CTS-315
https://jira.secondlife.com/browse/CTS-315.) What should march be set
to for 64bit buids, if anything?

Cheers,
Boroondas
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Re: [opensource-dev] Mesh Source Code ETA

2010-10-22 Thread Carlo Wood
On Thu, Oct 21, 2010 at 08:56:32PM -0400, Zabb65 wrote:
 They have only said they would release source, though they do not have
 to release it. They are doing so out of their own good will as a
 company, not by legal obligation, please remember this. I suspect they

That is not entirely true...
You see, they link the webkit plugin statically with Qt code (LGPL), which
demands that whatever the resulting code is, is GPL or LGPL. So, if they
release a binary that includes a libmedia_plugin_gstreamer.so, which
is linked statically with pure LGPL-ed code, then they are legally
oblidged to provide the source code of libmedia_plugin_gstreamer.so.

Now if LL decides to JUST provide the sources of that plugin lib,
or just put the whole mesh repository that was used to compile it
on the net, is entirely up to them, of course.

-- 
Carlo Wood ca...@alinoe.com
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Re: [opensource-dev] (CTS-315) march choice for 64bit builds

2010-10-22 Thread Carlo Wood
Why is SSE2 required now? Sorry if I missed this.

On Sat, Oct 23, 2010 at 03:08:26AM +0200, Boroondas Gupte wrote:
 Because SSE2 is now required anyway, -march=pentium4 is now passed for 
 building
 lindenlab/mesh-development. Of course, this doesn't work for 64bit builds. 
 (See
 CTS-315.) What should march be set to for 64bit buids, if anything?

-- 
Carlo Wood ca...@alinoe.com
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Re: [opensource-dev] (CTS-315) march choice for 64bit builds

2010-10-22 Thread Marc Adored
I assume that they probably used some SSE2 optimizations for the mesh code

On Fri, Oct 22, 2010 at 9:23 PM, Carlo Wood ca...@alinoe.com wrote:
 Why is SSE2 required now? Sorry if I missed this.

 On Sat, Oct 23, 2010 at 03:08:26AM +0200, Boroondas Gupte wrote:
 Because SSE2 is now required anyway, -march=pentium4 is now passed for 
 building
 lindenlab/mesh-development. Of course, this doesn't work for 64bit builds. 
 (See
 CTS-315.) What should march be set to for 64bit buids, if anything?

 --
 Carlo Wood ca...@alinoe.com
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Re: [opensource-dev] (CTS-315) march choice for 64bit builds

2010-10-22 Thread leliel
On Fri, Oct 22, 2010 at 6:08 PM, Boroondas Gupte
slli...@boroon.dasgupta.ch wrote:
 Because SSE2 is now required anyway, -march=pentium4 is now passed for
 building lindenlab/mesh-development. Of course, this doesn't work for 64bit
 builds. (See CTS-315.) What should march be set to for 64bit buids, if
 anything?

It should be using -mtune not -march. Unfortunately the original k8
cpus didn't support sse3 so pentium4 is still the best cpu type to use
on a 64bit build.
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