Re: [opensource-dev] ok wtf is this?

2011-09-05 Thread Dave Booth
On 9/5/2011 12:53 AM, Tateru Nino wrote:

 In order of likelyhood (most to least), I'd say: corrupted texture
 header data, corrupted heap, fragmented heap.


After a few moments of reflection of my own, I agree with your 
assessment..  The question that springs to mind is why does it happen in 
an area where I know all the textures have been loaded successfully in 
previous builds without any of the three issues showing up?
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Re: [opensource-dev] ok wtf is this?

2011-09-05 Thread Nicky D.
Hello,


 With the latest build I keep getting an alert box for memory pool low,
 some sl functions disabled to avoid crash and sure enough I crash a
 couple minutes later..   but memory pool low?  I've usually got over 2g
 of physical memory free when it hits, and the machine isnt even breaking
 a sweat. I dont see a ramp up in memory use that might indicate a leak,
 I look at the logs and I see the latest ERROR level entry is a bad
 memory allocation for a texture. Somebody who's more current with the
 code tell me where I should look to narrow this thing down enough to
 file a JIRA...

There is a memory pool that got enabled 4 days ago. Which could cause
this problem aswell.

The change is here:
https://bitbucket.org/lindenlab/viewer-development/changeset/298722ecdb2e

Maybe there is a bug in the Memory pool that is causing  You could try
disabling it
in your settings and see if the error still persists.

Cheers,
   Nicky
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Re: [opensource-dev] Anybody else see crashes similar to VWR-26729?

2011-09-05 Thread Ron Rogers Jr.
On Mon, 22 Aug 2011 13:05:40 -0500
Ron Rogers Jr. cronocl...@mchsi.com wrote:

 https://jira.secondlife.com/browse/VWR-26729
 
 CronoCloud

Decided to take some more diagnostic steps with 3.0.5 23990 and start
with clean settings.  (Hadn't done it yet, because changing the
default settings are annoying.) That did the trick with preventing
crash immediately after start. So I started changing my settings
back...and it did crash...with enabling Plugin Read Thread  which
might explain the LLPlugin related error messages in the crash logs I
saw.

CronoCloud


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Re: [opensource-dev] Anybody else see crashes similar to VWR-26729?

2011-09-05 Thread opensourceobscure
On Mon, Sep 5, 2011 at 16:13, Ron Rogers Jr. cronocl...@mchsi.com wrote:
 On Mon, 22 Aug 2011 13:05:40 -0500
 Ron Rogers Jr. cronocl...@mchsi.com wrote:

 https://jira.secondlife.com/browse/VWR-26729

 CronoCloud

 Decided to take some more diagnostic steps with 3.0.5 23990 and start
 with clean settings.  (Hadn't done it yet, because changing the
 default settings are annoying.) That did the trick with preventing
 crash immediately after start. So I started changing my settings
 back...and it did crash...with enabling Plugin Read Thread  which

by the way, I have no idea what Plugin Read Thread does and
when/why/who should enable it. I found this answer and I wonder
if it is correct:
http://community.secondlife.com/t5/Technical/What-does-quot-Use-Plugin-Read-Thread-quot-on-the-Advanced-Menu/qaq-p/858437

any comment? thanks in advance..
-- 
Opensource Obscure
https://twitter.com/oobscure
https://my.secondlife.com/opensource.obscure
Join this group to discuss Second Life Viewer: https://j.mp/slv2group
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Re: [opensource-dev] ok wtf is this?

2011-09-05 Thread Dave Booth
On 9/5/2011 2:32 AM, Nicky D. wrote:

 There is a memory pool that got enabled 4 days ago. Which could cause
 this problem aswell.

 The change is here:
 https://bitbucket.org/lindenlab/viewer-development/changeset/298722ecdb2e


oh yeah, that's an aha! moment for sure.. Thanks, Nicky.

Checking the changes since last good on the download page there it is 
on build 239990, the most recent, which correlates exactly with when I 
started to see this failure mode. If switching it off means I dont crash 
at all tonight then I'll leave a little gift on JIRA for the kindly 
folks at the lab to discover after their long weekend :)

Dave.
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Re: [opensource-dev] ok wtf is this?

2011-09-05 Thread Tateru Nino


On 6/09/2011 1:57 AM, Dave Booth wrote:
 On 9/5/2011 2:32 AM, Nicky D. wrote:

 There is a memory pool that got enabled 4 days ago. Which could cause
 this problem aswell.

 The change is here:
 https://bitbucket.org/lindenlab/viewer-development/changeset/298722ecdb2e

 oh yeah, that's an aha! moment for sure.. Thanks, Nicky.

 Checking the changes since last good on the download page there it is 
 on build 239990, the most recent, which correlates exactly with when I 
 started to see this failure mode. If switching it off means I dont crash 
 at all tonight then I'll leave a little gift on JIRA for the kindly 
 folks at the lab to discover after their long weekend :)

Indeedy. An excellent catch. If it _is_ the memory pool, though, it is
hard to figure out why unit-testing didn't catch the underlying fault.
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Re: [opensource-dev] ok wtf is this?

2011-09-05 Thread Dave Booth
On 9/5/2011 11:14 AM, Tateru Nino wrote:

 Indeedy. An excellent catch. If it _is_ the memory pool, though, it is
 hard to figure out why unit-testing didn't catch the underlying fault.

At a guess, and this is total speculation because I havent done any side 
by side test runs with the setting on and off yet followed by spelunking 
through the logs, I suspect that the easiest way to escape notice in the 
unit tests is if it's a flaw elsewhere that was masked by not using the 
memory pool - unit tests could easily not catch that, things like that 
usually show up in integration testing and UAT and well, that's what 
folks like me are for isn't it - pulling a new build every day and 
spending time inworld with it to see what breaks :)
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Re: [opensource-dev] ok wtf is this?

2011-09-05 Thread Jonathan Welch
A good way to follow what is happening in viewer-development is to
subscribe to the commit mailing list:
https://lists.secondlife.com/cgi-bin/mailman/listinfo/viewer-development-commits

On Mon, Sep 5, 2011 at 12:32 PM, Dave Booth d...@meadowlakearts.com wrote:
 On 9/5/2011 11:14 AM, Tateru Nino wrote:

 Indeedy. An excellent catch. If it _is_ the memory pool, though, it is
 hard to figure out why unit-testing didn't catch the underlying fault.

 At a guess, and this is total speculation because I havent done any side
 by side test runs with the setting on and off yet followed by spelunking
 through the logs, I suspect that the easiest way to escape notice in the
 unit tests is if it's a flaw elsewhere that was masked by not using the
 memory pool - unit tests could easily not catch that, things like that
 usually show up in integration testing and UAT and well, that's what
 folks like me are for isn't it - pulling a new build every day and
 spending time inworld with it to see what breaks :)
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[opensource-dev] Feedback wanted for VWR-26858 (User-defined build icons)

2011-09-05 Thread Jonathan Welch
Partly to solve a lack of new icon space needed by Storm-49 and partly
to improve in-world building I have created VWR-26858
(https://jira.secondlife.com/browse/VWR-26858) and would appreciate
your comments on this proposed new feature I would like to work on.

Oz and Esbee might appreciate a few this is a good idea comments to
convince them that yes, it is a good idea, and I would appreciate any
comments of technical changes you can think of.

-Jonathan
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Re: [opensource-dev] Feedback wanted for VWR-26858 (User-defined build icons)

2011-09-05 Thread Boroondas Gupte
On 09/05/2011 08:20 PM, Jonathan Welch wrote:
 Partly to solve a lack of new icon space needed by Storm-49 and partly
 to improve in-world building I have created VWR-26858
 (https://jira.secondlife.com/browse/VWR-26858) and would appreciate
 your comments on this proposed new feature I would like to work on.

 Oz and Esbee might appreciate a few this is a good idea comments to
 convince them that yes, it is a good idea, and I would appreciate any
 comments of technical changes you can think of.
It would probably be good to ask the target audience (i.e. SL builders)
about this feature request. I don know where to best reach them, but I
think there's one or several forums on the SL community platform
dedicated to inworld content creation.

Cheers,
Boroondas
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Re: [opensource-dev] Review Request: STORM-64: Local Bitmaps 2.0 implementation.

2011-09-05 Thread Boroondas Gupte


 On Sept. 4, 2011, 8:16 p.m., Tankmaster Finesmith wrote:
  indra/newview/lllocalbitmaps.cpp, line 83
  http://codereview.secondlife.com/r/347/diff/2/?file=7058#file7058line83
 
  mLastModified should be 0 in order to compile on 64bit Linux systems.  
  Null will fail in this case.  (found this out in my implementation of it on 
  Firestorm) See 
  http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/rev/0431f7d7cb8c

Hu. What would 0 or NULL mean here, anyway? This isn't a pointer, is it?


- Boroondas


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This is an automatically generated e-mail. To reply, visit:
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---


On Sept. 4, 2011, 8:22 a.m., Vaalith Jinn wrote:
 
 ---
 This is an automatically generated e-mail. To reply, visit:
 http://codereview.secondlife.com/r/347/
 ---
 
 (Updated Sept. 4, 2011, 8:22 a.m.)
 
 
 Review request for Viewer.
 
 
 Summary
 ---
 
 Local Bitmaps is a mechanism to locally load images into the viewer, track 
 them and optionally (per each image)
 have it check if the image has been overwritten locally and if so - update it 
 in the viewer and inworld.
 
 This change affects the texture picker - adding radio checks that let the 
 user choose between the Inventory (regular inventory) and Local tabs 
 (list of locally added files).
 
 * Only tested this myself, as opposed to the previous implementation which 
 has been live for, uh, a year,
 this one is completely new, written mostly from scratch and uses different 
 mechanisms
 
 ** This is strictly a review/alpha version, but i'd appreciate feedback on it 
 before i finalize it.
 
 
 This addresses bug STORM-64.
 http://jira.secondlife.com/browse/STORM-64
 
 
 Diffs
 -
 
   doc/contributions.txt 8da01486a36a 
   indra/newview/CMakeLists.txt 8da01486a36a 
   indra/newview/lllocalbitmaps.h PRE-CREATION 
   indra/newview/lllocalbitmaps.cpp PRE-CREATION 
   indra/newview/lltexturectrl.h 8da01486a36a 
   indra/newview/lltexturectrl.cpp 8da01486a36a 
   indra/newview/llviewertexturelist.h 8da01486a36a 
   indra/newview/llwearable.h 8da01486a36a 
   indra/newview/llwearable.cpp 8da01486a36a 
   indra/newview/skins/default/xui/en/floater_texture_ctrl.xml 8da01486a36a 
 
 Diff: http://codereview.secondlife.com/r/347/diff
 
 
 Testing
 ---
 
 Texture/Sculptmap/Avatar Layer show.
 Texture/Sculptmap/Avatar Layer update.
 Multiple sculpties update.
 
 
 Thanks,
 
 Vaalith
 


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Re: [opensource-dev] Review Request: STORM-64: Local Bitmaps 2.0 implementation.

2011-09-05 Thread Boroondas Gupte


 On Sept. 4, 2011, 8:16 p.m., Tankmaster Finesmith wrote:
  indra/newview/lllocalbitmaps.cpp, line 83
  http://codereview.secondlife.com/r/347/diff/2/?file=7058#file7058line83
 
  mLastModified should be 0 in order to compile on 64bit Linux systems.  
  Null will fail in this case.  (found this out in my implementation of it on 
  Firestorm) See 
  http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/rev/0431f7d7cb8c
 
 Boroondas Gupte wrote:
 Hu. What would 0 or NULL mean here, anyway? This isn't a pointer, is it?

Never mind, I missed that the LLSD class has an overridden operator=(Integer v).


- Boroondas


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---


On Sept. 4, 2011, 8:22 a.m., Vaalith Jinn wrote:
 
 ---
 This is an automatically generated e-mail. To reply, visit:
 http://codereview.secondlife.com/r/347/
 ---
 
 (Updated Sept. 4, 2011, 8:22 a.m.)
 
 
 Review request for Viewer.
 
 
 Summary
 ---
 
 Local Bitmaps is a mechanism to locally load images into the viewer, track 
 them and optionally (per each image)
 have it check if the image has been overwritten locally and if so - update it 
 in the viewer and inworld.
 
 This change affects the texture picker - adding radio checks that let the 
 user choose between the Inventory (regular inventory) and Local tabs 
 (list of locally added files).
 
 * Only tested this myself, as opposed to the previous implementation which 
 has been live for, uh, a year,
 this one is completely new, written mostly from scratch and uses different 
 mechanisms
 
 ** This is strictly a review/alpha version, but i'd appreciate feedback on it 
 before i finalize it.
 
 
 This addresses bug STORM-64.
 http://jira.secondlife.com/browse/STORM-64
 
 
 Diffs
 -
 
   doc/contributions.txt 8da01486a36a 
   indra/newview/CMakeLists.txt 8da01486a36a 
   indra/newview/lllocalbitmaps.h PRE-CREATION 
   indra/newview/lllocalbitmaps.cpp PRE-CREATION 
   indra/newview/lltexturectrl.h 8da01486a36a 
   indra/newview/lltexturectrl.cpp 8da01486a36a 
   indra/newview/llviewertexturelist.h 8da01486a36a 
   indra/newview/llwearable.h 8da01486a36a 
   indra/newview/llwearable.cpp 8da01486a36a 
   indra/newview/skins/default/xui/en/floater_texture_ctrl.xml 8da01486a36a 
 
 Diff: http://codereview.secondlife.com/r/347/diff
 
 
 Testing
 ---
 
 Texture/Sculptmap/Avatar Layer show.
 Texture/Sculptmap/Avatar Layer update.
 Multiple sculpties update.
 
 
 Thanks,
 
 Vaalith
 


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[opensource-dev] Review Request: OPEN-69 Make autobuild function with msbuild and keep devenv

2011-09-05 Thread Nicky Perian

---
This is an automatically generated e-mail. To reply, visit:
http://codereview.secondlife.com/r/462/
---

Review request for Viewer.


Summary
---

Background:

At Linden Lab (LL) windows libraries are built using a Visual Studio (VS) 2010 
full
version that is overlaid with Incredible Build (IB). Within IB there are two
methods to build libraries. The first is to use devenv.exe through an IB hook 
and
use IB's distributed building capability. The second is to bypass the IB hook 
and
build on a local machine's  devenv.exe.  This provides an excellent solution for
LL. However,  it leaves Open Source (OS) developers using VS2010 Express Edition
lacking the ability to seamlessly build LL's 3p- libraries. An earlier
suggested approach was to use msbuild.exe to build all libraries since it is
available in both full and express editions of VS2010. This approach works, but
requires that both the autobuild system and each 3p- library be changed. 
This
approach was not acceptable to LL.

This change:

Detect the presence of  which VS2010 product is installed on the machine giving
preference to  VS2010 Express (VCExpress) and fallback to VS2010 Pro or better
(VisualStudio). This is provided by the added python script vsproduct.py. This
script is imported into common.py and called with the result written to a new
environment variable, AUTOBUILD_VSPROD, thus ensuring its visibility to 
sub-process
calls within autobuild. When the bash function build_sln( ) is called from the
3p-xxx build_cmd.sh; AUTOBUILD_VSPROD is compared to VCExpress and if true 
parses
the config variable and splits into config and plat for the subsequent call of
msbuild.exe. Else, the original call to devenv.exe is used. 


This addresses bug https://jira.secondlife.com/browse/OPEN-69.
http://jira.secondlife.com/browse/https://jira.secondlife.com/browse/OPEN-69


Diffs
-

  OPEN-69-README.txt PRE-CREATION 
  autobuild/autobuild_tool_source_environment.py ac90b03614ea 
  autobuild/common.py ac90b03614ea 
  autobuild/vsproduct.py PRE-CREATION 

Diff: http://codereview.secondlife.com/r/462/diff


Testing
---

Testing:
Good:
3p-llconvexdecompostionstub
3p-freeglut
3p-quicktime
3p-fmod
Need work:
3p-ogvorbis*
3p-glui*
*These libraries use a top level solution file *.sln and do not build
ompletely using msbuild.exe. 3P-glui has dependency to 
3p-freeglut and
ikely would fail using devenv.exe also.
These libraries and others need tested by OS developers against 
devenv.exe
to ensure a known good starting point.

Future:

Test each 3p- library and on failure decide to change 3p-'s build-cmd.sh
to work on devenv and msbuild or detect the library within autobuild's 
build_sln()
and make it work with msbuild at that point.  Commented out code in this changed
build_sln() shows a capture method example.


Thanks,

Nicky

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[opensource-dev] Mesh and Scripting

2011-09-05 Thread Ricky
Just pinging to see if anyone knows the current status of such?

Grepping around in JIRA I found these entries:
 https://jira.secondlife.com/browse/CTS-298 - Feature: Support mesh
change through script commands
 https://jira.secondlife.com/browse/CTS-654 - Allow scripts to set a
mesh by UUID
However, both are closed as Won't Finish and I'm suspecting that the
status really means This isn't the mesh team's job.  If so, then the
JIRA entries should be moved to the correct team, not just shut off.

I've noticed that llGet[Link]PrimitiveParams returns as a sculpt (prim
type 7) on Server 11.08.22.239223, with a UUID, presumably of the
mesh, and a sculpt type of 5.  From some reading of rather dated
office hours, 
(https://wiki.secondlife.com/wiki/User:Nyx_Linden/Office_Hours_Transcript_2010-09-29)
I've determined that scripting support is waiting on arbitrary
skeletons and scripted animation controls - which is to say a long way
in the future.  Or have I missed something? (Quite likely, as I get
most of my SL news from this list...)

I've a few suggestions for script+mesh myself, where should they go? SVC?

Thanks,
Ricky
Cron Stardust
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Re: [opensource-dev] ok wtf is this?

2011-09-05 Thread Erin Mallory

maybe their machines have more memory? maybe they didnt have the proper test?   
I dunno but i see it too...



 Date: Mon, 5 Sep 2011 13:22:07 -0400
 From: jhwe...@gmail.com
 CC: opensource-dev@lists.secondlife.com
 Subject: Re: [opensource-dev] ok wtf is this?
 
 A good way to follow what is happening in viewer-development is to
 subscribe to the commit mailing list:
 https://lists.secondlife.com/cgi-bin/mailman/listinfo/viewer-development-commits
 
 On Mon, Sep 5, 2011 at 12:32 PM, Dave Booth d...@meadowlakearts.com wrote:
  On 9/5/2011 11:14 AM, Tateru Nino wrote:
 
  Indeedy. An excellent catch. If it _is_ the memory pool, though, it is
  hard to figure out why unit-testing didn't catch the underlying fault.
 
  At a guess, and this is total speculation because I havent done any side
  by side test runs with the setting on and off yet followed by spelunking
  through the logs, I suspect that the easiest way to escape notice in the
  unit tests is if it's a flaw elsewhere that was masked by not using the
  memory pool - unit tests could easily not catch that, things like that
  usually show up in integration testing and UAT and well, that's what
  folks like me are for isn't it - pulling a new build every day and
  spending time inworld with it to see what breaks :)
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Re: [opensource-dev] Mesh and Scripting

2011-09-05 Thread Kuraiko Yoshikawa
As I understanded it there won't be support for UUID flipping and meshes 
are not addressable by UUIDs
https://wiki.secondlife.com/wiki/Why_UUID_Flipping_is_Bad

Am 06.09.2011 05:05, schrieb Ricky:
 Just pinging to see if anyone knows the current status of such?

 Grepping around in JIRA I found these entries:
   https://jira.secondlife.com/browse/CTS-298 - Feature: Support mesh
 change through script commands
   https://jira.secondlife.com/browse/CTS-654 - Allow scripts to set a
 mesh by UUID
 However, both are closed as Won't Finish and I'm suspecting that the
 status really means This isn't the mesh team's job.  If so, then the
 JIRA entries should be moved to the correct team, not just shut off.

 I've noticed that llGet[Link]PrimitiveParams returns as a sculpt (prim
 type 7) on Server 11.08.22.239223, with a UUID, presumably of the
 mesh, and a sculpt type of 5.  From some reading of rather dated
 office hours, 
 (https://wiki.secondlife.com/wiki/User:Nyx_Linden/Office_Hours_Transcript_2010-09-29)
 I've determined that scripting support is waiting on arbitrary
 skeletons and scripted animation controls - which is to say a long way
 in the future.  Or have I missed something? (Quite likely, as I get
 most of my SL news from this list...)

 I've a few suggestions for script+mesh myself, where should they go? SVC?

 Thanks,
 Ricky
 Cron Stardust
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Re: [opensource-dev] Mesh and Scripting

2011-09-05 Thread Ricky
I'm afraid that I allowed myself to create a writeup that made it easy
to conflate several independent things:
1) Scripting and meshes in general.
2) Mesh UUID flipping - VERY bad for animations, as you noted and
thanks for the link, but has valid uses.
3) Where to put scripting requests - which I just found myself while
looking for something else: SCR Scripting

Thanks for the link to the wiki page.

Ricky
Cron Stardust

On Mon, Sep 5, 2011 at 8:22 PM, Kuraiko Yoshikawa kura...@gmx.net wrote:
 As I understanded it there won't be support for UUID flipping and meshes
 are not addressable by UUIDs
 https://wiki.secondlife.com/wiki/Why_UUID_Flipping_is_Bad

 Am 06.09.2011 05:05, schrieb Ricky:
 Just pinging to see if anyone knows the current status of such?

 Grepping around in JIRA I found these entries:
   https://jira.secondlife.com/browse/CTS-298 - Feature: Support mesh
 change through script commands
   https://jira.secondlife.com/browse/CTS-654 - Allow scripts to set a
 mesh by UUID
 However, both are closed as Won't Finish and I'm suspecting that the
 status really means This isn't the mesh team's job.  If so, then the
 JIRA entries should be moved to the correct team, not just shut off.

 I've noticed that llGet[Link]PrimitiveParams returns as a sculpt (prim
 type 7) on Server 11.08.22.239223, with a UUID, presumably of the
 mesh, and a sculpt type of 5.  From some reading of rather dated
 office hours, 
 (https://wiki.secondlife.com/wiki/User:Nyx_Linden/Office_Hours_Transcript_2010-09-29)
 I've determined that scripting support is waiting on arbitrary
 skeletons and scripted animation controls - which is to say a long way
 in the future.  Or have I missed something? (Quite likely, as I get
 most of my SL news from this list...)

 I've a few suggestions for script+mesh myself, where should they go? SVC?

 Thanks,
 Ricky
 Cron Stardust
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Re: [opensource-dev] ok wtf is this?

2011-09-05 Thread Dave Booth
On 9/5/2011 10:13 PM, Erin Mallory wrote:
 maybe their machines have more memory? maybe they didnt have the proper
 test? I dunno but i see it too...

Even if the size of the memory pool allocated was impacted by the total 
available RAM on the machine, which I'm not sure it is, I can see them 
having more memory on their test machines than I do on my laptop, which 
has only 6G but I've twice that on my gaming rig and I saw the issue on 
both. Too soon to be absolutely certain yet, but so far I've been 
inworld for hours on my laptop tonight with the private memory pool 
switched off in the debug settings and havent had a problem, so at least 
there are indications of a workaround. I'm thinking Bao still has a 
little debugging to do. Once I get a chance to run a test or three on 
the gaming rig I'll file the JIRA with my results.

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Re: [opensource-dev] ok wtf is this?

2011-09-05 Thread Dave Booth
Having experienced several hours without the issue recurring on both my 
systems  since turning off the use of the private memory pool, have 
filed https://jira.secondlife.com/browse/VWR-26864

Have fun finding out what crawled out from under the rock you flipped 
over, Bao..  Sooner you than me in tracking this one down ;)

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