Re: [opensource-dev] Project-MESH viewer

2010-10-20 Thread Kent Quirk (Q Linden)
So our old version of full-screen antialiasing (FSAA) was causing crashes. We 
have made changes to the supporting infrastructure for stability; these changes 
meant that some machines that used to do FSAA no longer could.

We had a bug under windows that was causing the new mechanism to break. We 
fixed that for windows -- but we have another issue on macs. There is code in 
the mesh viewer that supports FSAA on macs; it's a bit big to pull over easily 
to viewer-development. 

It was my fault that I didn't realize that our fix to 2.2 didn't address macs 
properly until quite late in the release process. We chose to ship without the 
feature on Macs for this release. Macs are a small subset of our user base, and 
this feature only affects a subset of those users, and we felt that we should 
not hold up release for this issue. It's also my fault that I didn't call it 
out for release noting. I'm sorry about that.

We do intend to restore full functioning FSAA on all capable platforms soon, 
hopefully with 2.3. If this affected you, I apologize.

Q

On Oct 20, 2010, at 3:17 AM, Trilo Byte wrote:

 Big fail there, Oz.  None of the machines I've tested on have working 
 anti-aliasing (on the Mac client), either in the subsequent developer 
 snapshots or the official release you guys let get out the door.
 
 TriloByte
 
 On Oct 16, 2010, at 8:01 AM, Oz Linden (Scott Lawrence) wrote:
 
 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 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] 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] 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] 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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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] Project-MESH viewer

2010-10-15 Thread Oz Linden (Scott Lawrence)
  On 2010-10-15 13:07, Ponzu wrote:
 I tried this viewer last night.  As I am sure you Lindens know, it is 
 based on a version of viewer-development that is many days old.  (Some 
 complaint, huh?)
 Could perhaps someone help the Mesh team pull the most relevant 
 changesets from viewer-dev so their next release lacks the more 
 annoying problems? (such as my personal favorite, SH-173 8-)

How frequently a team pulls from viewer-development is up to the team.  
It should not surprise you to hear that in the final days leading up to 
releasing a viewer, this task might take a back seat to putting the 
finishing touches on the feature one is building the Project Viewer to 
test.

It happens that the last few days have also been a busy time in the 
viewer-development repository, with fixes coming back from the 
viewer-beta and yesterday the Display Names project merging in.  I think 
that if I were deciding on when to sync with the latest from 
viewer-development, I too might have decided to wait a bit.

Have no fear... any future mesh project viewers will have pulled more 
from viewer-development, and it will all come together before being in a 
Beta or released Viewer.


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Re: [opensource-dev] Project-MESH viewer

2010-10-15 Thread Nyx Linden
We just pulled from viewer-development yesterday actually, but we had 
already released the initial beta viewer.
We try to stay reasonably up to date, but we don't merge the latest 
changes every day.

Don't worry we will stay synced!

  -Nyx

On 10/15/2010 01:29 PM, Oz Linden (Scott Lawrence) wrote:
On 2010-10-15 13:07, Ponzu wrote:

 I tried this viewer last night.  As I am sure you Lindens know, it is
 based on a version of viewer-development that is many days old.  (Some
 complaint, huh?)
 Could perhaps someone help the Mesh team pull the most relevant
 changesets from viewer-dev so their next release lacks the more
 annoying problems? (such as my personal favorite, SH-173 8-)
  
 How frequently a team pulls from viewer-development is up to the team.
 It should not surprise you to hear that in the final days leading up to
 releasing a viewer, this task might take a back seat to putting the
 finishing touches on the feature one is building the Project Viewer to
 test.

 It happens that the last few days have also been a busy time in the
 viewer-development repository, with fixes coming back from the
 viewer-beta and yesterday the Display Names project merging in.  I think
 that if I were deciding on when to sync with the latest from
 viewer-development, I too might have decided to wait a bit.

 Have no fear... any future mesh project viewers will have pulled more
 from viewer-development, and it will all come together before being in a
 Beta or released Viewer.


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Re: [opensource-dev] Project-MESH viewer

2010-10-15 Thread Ponzu
Yikes.  It sounds like you think I was complaining.  not at all.  Just
encouraging a little.

ponzu

On Fri, Oct 15, 2010 at 1:29 PM, Oz Linden (Scott Lawrence) 
o...@lindenlab.com wrote:

   On 2010-10-15 13:07, Ponzu wrote:
  I tried this viewer last night.  As I am sure you Lindens know, it is
  based on a version of viewer-development that is many days old.  (Some
  complaint, huh?)
  Could perhaps someone help the Mesh team pull the most relevant
  changesets from viewer-dev so their next release lacks the more
  annoying problems? (such as my personal favorite, SH-173 8-)

 How frequently a team pulls from viewer-development is up to the team.
 It should not surprise you to hear that in the final days leading up to
 releasing a viewer, this task might take a back seat to putting the
 finishing touches on the feature one is building the Project Viewer to
 test.

 It happens that the last few days have also been a busy time in the
 viewer-development repository, with fixes coming back from the
 viewer-beta and yesterday the Display Names project merging in.  I think
 that if I were deciding on when to sync with the latest from
 viewer-development, I too might have decided to wait a bit.

 Have no fear... any future mesh project viewers will have pulled more
 from viewer-development, and it will all come together before being in a
 Beta or released Viewer.


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Re: [opensource-dev] Project-MESH viewer

2010-10-15 Thread Trilo Byte
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.

Trilo


On Oct 15, 2010, at 10:07 AM, Ponzu wrote:

 I tried this viewer last night.  As I am sure you Lindens know, it is based 
 on a version of viewer-development that is many days old.  (Some complaint, 
 huh?)
  
 Could perhaps someone help the Mesh team pull the most relevant changesets 
 from viewer-dev so their next release lacks the more annoying problems? (such 
 as my personal favorite, SH-173 8-)
  
 best regards,
 lee
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Re: [opensource-dev] Project-MESH viewer

2010-10-15 Thread Armin Weatherwax
Nyx Linden wrote:
 We just pulled from viewer-development yesterday actually, but we had
 already released the initial beta viewer.
 We try to stay reasonably up to date, but we don't merge the latest
 changes every day.

 Don't worry we will stay synced!

   -Nyx

Its anyway awsome - ty and all working on it :) 

Armin
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