Re: [opensource-dev] Cocoa Project Viewer

2013-02-25 Thread Jonathan Welch
Some time ago LL went through a phase of restricting how small the
viewer window could be made, which turned out to be something of a
mistake.  For example, I sometimes need to run my viewer at less than
full screen on my 1024x768 scrreen -- I want to expose part of the
desktop while monitoring for chat/IMs/etc.

I'd suggest not (re)imposing any limit and let the end user determine
what works best for them.

-jonathan

On 2/24/13, Geenz Spad ge...@geenzo.com wrote:
 The minimum size for the window (as defined in SecondLife.xib) is 1024x768.
  This is largely to prevent any odd cases where UI elements end up getting
 clipped by the window inadvertently (though this is largely only a problem
 with the width of the window, not the height).

 I'll see about making the minimum size for the height of the window
 smaller.


 On Sun, Feb 24, 2013 at 6:44 PM, Argent Stonecutter
 secret.arg...@gmail.com
 wrote:

 Where should I report bugs in the Cocoa Project Viewer?

 On a MBP running Snow Leopard with an 800 pixel high display, the window
 is taller than the screen and can't be shrunk, even by editing the NS
 window size settings in the .plist file. This makes it unusable on that
 laptop.

 Other than that, I hope some of the TPVs bring in that code base for
 their
 Mac versions, because it's wicked fast.
 ___
 Policies and (un)subscribe information available here:
 http://wiki.secondlife.com/wiki/OpenSource-Dev
 Please read the policies before posting to keep unmoderated posting
 privileges


___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Review Request: BUG-1709: Tiny prims do not rescale properly at very high viewer framerates

2013-02-25 Thread MartinRJ Fayray


 On Feb. 18, 2013, 7:25 a.m., Aleric Inglewood wrote:
  I don't understand this fix at ALL. It doesn't seem to make any sense 
  :/... What you need is to set the final scale once the distance between 
  destination and current become LESS than the minimum interpolation 
  distance, because then interpolation will never update it anymore. This fix 
  just makes condition true all the time for your test case at your frame 
  rate, but will still fail to reach the final scale when you increase the 
  frame rate (or when the destination scale is simply so close to the start 
  scale that this condition is never true).

Hello Aleric,
 
I’m sorry you don’t understand this fix at all.
 
In short: other cases like the one you mentioned
 
still fail to reach the final scale
 
will be treated in other parts of the code and are parts of other if/else 
conditions.

I am aware that the LL version of drawable.cpp differs in several places from 
the one that Henri (or other TPVs) uses for example,
and the change of this fix will not make sense in other viewers.


- MartinRJ


---
This is an automatically generated e-mail. To reply, visit:
http://codereview.secondlife.com/r/617/#review1301
---


On Feb. 17, 2013, 7:02 p.m., MartinRJ Fayray wrote:
 
 ---
 This is an automatically generated e-mail. To reply, visit:
 http://codereview.secondlife.com/r/617/
 ---
 
 (Updated Feb. 17, 2013, 7:02 p.m.)
 
 
 Review request for Viewer.
 
 
 Description
 ---
 
 At high framerates tiny prims get stuck upon interpolation when they are 
 resized via script.
 I fixed that by comparing the original scale versus the new target scale 
 (instead of comparing the original scale versus the new interpolated target 
 scale),
 in lldrawable.cpp updateXform to decide whether a scale change requires an 
 immediate rebuild or not.
 
 
 This addresses bug BUG-1709.
 https://jira.secondlife.com/browse/BUG-1709
 
 
 Diffs
 -
 
   indra/newview/lldrawable.cpp fbbee98b7512 
 
 Diff: http://codereview.secondlife.com/r/617/diff/
 
 
 Testing
 ---
 
 See test plan in Jira: https://jira.secondlife.com/browse/BUG-1709
 
 Repository: https://bitbucket.org/MartinRJ/bug-1709
 
 
 Thanks,
 
 MartinRJ Fayray
 


___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] Cocoa Project Viewer

2013-02-25 Thread Jonathan Goodman
Regarding where to post bugs.  Post them under BUG on JIRA.  Please include 
either Project Cocoa or Cocoa Project Viewer somewhere in the report to 
make it easier for me to track down any but reports specifically with this 
viewer.

 You need to allow for fixed screen decorations: Window title bar, screen menu 
 bar, and dock (even if you hide the dock, you still can't reliably hit 
 controls near the bottom of the screen because the dock pops up, so lots of 
 people don't hide the dock).

I've went ahead and removed the minimum window size constraint to allow you to 
make the viewer window as small as you want to rectify this.  However, the 
default window size will still be 1024x768 on the viewer's first startup.

 Other problems I've noticed (from the discussion thread on SLU):
 
 I was having problems getting my avatar to load. Going into appearance and 
 selecting current outfit clears that up.

This shouldn't be related to my changes.  My changes only focus on getting the 
viewer up to speed with Apple's Cocoa APIs, and replacing deprecated Carbon 
APIs in the process (with a few very specific exceptions, such as Gestalt).

 I also have a problem that the mouse vanishes after using it for a couple of 
 minutes, makes it hard to control anything.

The vanishing mouse bug is known, however I haven't had a consistently 
reproducible case for it.  Any other details other than I used it for a few 
minutes would be greatly appreciated to help narrow it down.

 It reliably hangs on exit, like, every time, on both Mountain Lion (core i7) 
 and Snow Leopard (32-bit core duo).

The hang on exit is interesting.  I'll look into the viewer's shut down process 
(I attempted to replicate how the Carbon based viewer handled this, but there's 
always the chance I missed a step in the process).

 And it doesn't ask me if I want to quit when I close the window.

Will investigate it.  Chances are there's a callback missing somewhere within 
the window implementation specifically.  We already intercept quit signals 
within the application delegate, but it's possible that NSWindow close needs to 
be overridden as well.

 The antialiasing option doesn't seem to work unless you enable lighting and 
 shadows, particularly noticeable on a laptop.

I've just fixed this along with a bug where vsync would always be enabled.

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges