Re: [opensource-dev] Quicktime on Mac

2016-06-16 Thread Geir Nøklebye
In addition to Cincder’s comment about the macOS 10.12 SDK not supporting 
QuickTime they have also made a number of changes to the C++ support where 
Libstdc++ is deprecated and needs to be replaced with libc++. For a very 
preliminary compile of the Kokua viewer on the XCode 8 beta, this affected all 
the plugins but should be easy to fix. 
In addition they have now complete library support for C++14  and support 
Thread-Local Storage (TLS).

There are also improvements in Link-Time Optimizations (which probably makes it 
practical to apply to the viewer for the first time), and other hints and 
methods for optimization of the code that helps the compiler. 

The LLVM presentation slides 
<http://devstreaming.apple.com/videos/wwdc/2016/405i2ilotov3bazyei1/405/405_whats_new_in_llvm.pdf>
 have more details, as does the video of the same presentation. 
https://developer.apple.com/videos/play/wwdc2016/405/ 
<https://developer.apple.com/videos/play/wwdc2016/405/>

Cheers,
Geir Nøklebye


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>   1. Re: Quicktime on Mac (Oz Linden (Scott Lawrence))
>   2. Re: Quicktime on Mac (Cinder Roxley)
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> Message: 1
> Date: Wed, 15 Jun 2016 09:22:22 -0400
> From: "Oz Linden (Scott Lawrence)" <o...@lindenlab.com>
> Subject: Re: [opensource-dev] Quicktime on Mac
> To: opensource-dev@lists.secondlife.com
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> On 2016-06-13 18:18 , Cinder Roxley wrote:
>> Hello,
>> 
>> As the replacement of quicktime was being discussed here recently, I?m 
>> just checking out Xcode 8 and Quicktime has been completely removed 
>> from macOS 10.12 SDK. Haven?t installed Sierra yet to see, but there?s 
>> a good chance the plugin is broken in it. (You certainly can?t compile.)
>> 
>> This not only affects the quicktime plugin, but the mac volume catcher 
>> in the viewer.
> Our plan is to address the quicktime plugin for the Mac in the 64bit 
> project; the focus for the moment with respect to Quicktime is replacing 
> it on Windows
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> Date: Wed, 15 Jun 2016 13:26:36 +
> From: Cinder Roxley <cin...@alchemyviewer.org>
> Subject: Re: [opensource-dev] Quicktime on Mac
> To: opensource-dev@lists.secondlife.com
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> On June 15, 2016 at 7:22:27 AM, Oz Linden (Scott Lawrence) 
> (o...@lindenlab.com <mailto:o...@lindenlab.com> ) wrote:
> 
> On 2016-06-13 18:18 , Cinder Roxley wrote:
> Hello,
> 
> As the replacement of quicktime was being discussed here recently, I?m just 
> checking out Xcode 8 and Quicktime has been completely removed from macOS 
> 10.12 SDK. Haven?t installed Sierra yet to see, but there?s a good chance the 
> plugin is broken in it. (You certainly can?t compile.)
> 
> This not only affects the quicktime plugin, but the mac volume catcher in the 
> viewer.
> 
> 
> Our plan is to address the quicktime plugin for the Mac in the 64bit project; 
> the focus for the moment with respect to Quicktime is replacing it on Windows
> Shouldn?t be an issue then, I would think. macOS Sierra isn?t due out until 
> fall.
> 
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Re: [opensource-dev] Quicktime on Mac

2016-06-15 Thread Cinder Roxley
On June 15, 2016 at 7:22:27 AM, Oz Linden (Scott Lawrence) (o...@lindenlab.com 
 ) wrote:
 
On 2016-06-13 18:18 , Cinder Roxley wrote:
Hello,

As the replacement of quicktime was being discussed here recently, I’m just 
checking out Xcode 8 and Quicktime has been completely removed from macOS 10.12 
SDK. Haven’t installed Sierra yet to see, but there’s a good chance the plugin 
is broken in it. (You certainly can’t compile.)

This not only affects the quicktime plugin, but the mac volume catcher in the 
viewer.


Our plan is to address the quicktime plugin for the Mac in the 64bit project; 
the focus for the moment with respect to Quicktime is replacing it on Windows
Shouldn’t be an issue then, I would think. macOS Sierra isn’t due out until 
fall.

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[opensource-dev] Quicktime on Mac

2016-06-13 Thread Cinder Roxley
Hello,

As the replacement of quicktime was being discussed here recently, I’m just 
checking out Xcode 8 and Quicktime has been completely removed from macOS 10.12 
SDK. Haven’t installed Sierra yet to see, but there’s a good chance the plugin 
is broken in it. (You certainly can’t compile.)

This not only affects the quicktime plugin, but the mac volume catcher in the 
viewer.

-- 
Cinder Roxley
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Re: [opensource-dev] Quicktime

2016-04-21 Thread Henri Beauchamp
On Thu, 21 Apr 2016 19:45:29 +0200, Nicky D. wrote:

> But when we're already on the topic of codecs and licenses, I think fmodex
> might fall into the same category. It can decode MP3 and does not come
> with a license for it: http://www.fmod.org/mp3license/

As I understand it, the phrases "Licensing FMOD products does not include
a license to use mp3" and "Game developers using mp3 are eligible for the
‘game’ license which costs $2500 USD per title." just mean that *if* you
are a game developer and are including MP3 encoded files in the game you
sell, then (and only then), you might(*) have to pay a MP3 license to
Thompson Multimedia and that *in no circumstance* does the FMOD license
cover your MP3 usage. That's just a "disclaimer", not an interdiction to
include FMOD in your product to play MP3 files...

Since the SL viewer is not distributed with MP3 files (and only wav files
are stored on LL's servers and served by LL to the viewers), this won't
be a problem. Keep in mind that the shared/parcel media encountered in SL,
are just URLs for files/streams stored anywhere on Internet but on LL's
servers.

(*) if you are a US/Canadian/Japan(?) citizen, *and* are distributing over
5000 copies of your game: this places me "out of the game" so to speak on
both fronts (French citizen and probably less than 5000 users, not to
mention I don't sell my viewer) ! :-P

> Also if, and I am speaking purely hypothetical here, LL would ban Quicktime
> and with that MP4 from their viewer and not have a alternate solution, I
> guess the whole point is moot anyway. I suppose shipping those codecs and
> being able to play those streams would be a shared experience violation then.

Hehe, good one ! :-D

Henri.
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Re: [opensource-dev] Quicktime

2016-04-21 Thread Nicky D.
>
> So it's not an obstacle but merely a limitaion. Note also that the CEF
> plugin will be faced with the *exact same* patent issues if it is to be
> used in place of the QuickTime plugin to play video and audio media files
> (which, like I explained and what you agreed with, is just "YUCK !" :-D ).
>
> This is correct and the reason why CEF when using the prebuild version
does not
include the proprietary codecs.

But when we're already on the topic of codecs and licenses, I think fmodex
might fall into the same category. It can decode MP3 and does not come
with a license for it: http://www.fmod.org/mp3license/

Also if, and I am speaking purely hypothetical here, LL would ban Quicktime
and with that MP4 from their viewer and not have a alternate solution, I
guess
the whole point is moot anyway. I suppose shipping those codecs and being
able to play those streams would be a shared experience violation then.

Cheers,
   Nicky
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Re: [opensource-dev] Quicktime

2016-04-21 Thread Cinder Roxley
On April 21, 2016 at 9:39:31 AM, Henri Beauchamp (sl...@free.fr 
 ) wrote:
 
On Thu, 21 Apr 2016 13:18:37 +, Cinder Roxley wrote: 

>> Like I already wrote earlier, the way to go is to use the gstreamer SDK  
>> for Windows and get a gstreamer plugin compiled for the latter.  
> 
> With all due respect, gstreamer is a major pain to build on Windows 

It's a pain to build under Linux too :-D But CEF is even more painful 
to build, so... 

Plus that "pain" is to go through only once and for all, to build the 
pre-built package that will then be used to build all the viewers 
(painlessly). 
True.

> and runs afoul of dozens of patents and licenses. It’s fine if you’re 
> building from source for linux, but it’s a lawsuit waiting to happen for 
> commercial software if you want to play any “standard” media format like 
> h264 or mp3. 

Please, elaborate and give pointers. There are dozens (and probably closer 
to dozens of dozens) of Linux and *BSD distributions (i.e. binary, ready 
to run OS+software, commercial or not) providing and using gstreamer, and 
I never heard about any lawsuite related to this fact... 
These distributions either do not include the patented video formats or provide 
them in source form for building. This is addressed in gstreamer’s 
documentation:

https://gstreamer.freedesktop.org/documentation/licensing.html (Licenses of 
applications using gstreamer)

> Something like libvlc might work if you want a cross platform library 
> (but again, there are per-install royalties to use h264 so you’d still 
> be screwed on mp4.) 

Software patents are a US thingy... I'm glad the UE rejected them. MP4, 
H264 and anything involving patented protocols and formats are free to 
play in the whole world, but in the US... *If* such patents prevent to 
provide a full set of CODECs, I guess LL would have to restrict their 
number in their pre-built library package (gstreamer is not monolithic, 
it is fully modular), but TPV developers outside the US won't have to 
bother with such restsictions... 
US and Australia, not to mention Canada, United Kingdom, Germany, Japan, and 
any other country whose legal codes frown upon violation of software patents. 
Distributing a viewer that decodes the patented video compression puts the end 
user in legal jeopardy. (Albeit, there is slim to no chance of anyone being 
prosecuted for decoding h264 in a viewer, but we can’t condone breaking any 
country’s law on an official Second Life communications channel.)

> Platform-specific plugins could take advantage of the OS’s media playback 
> capabilities, without license and patent headaches. 

Perhaps for Windows. But again, Linux don't have any patent for playing 
media and no lawsuite whatsoever prevent Linux distros to be distributed 
(including in the US)... I'm still extremely doubtful about such patent 
issues for software that are only meant to *play* *existing* media files 
(i.e. media files you acquired legally and already paid any patent for). 
Linux distributions, for example Ubuntu, don’t ship with proprietary codecs, 
you must install them after the fact. (You can buy legitimate gstreamer plugins 
from the Canonical store.) Even if you build the gstreamer-plugins-ugly package 
from their repo, you’re greeted with a popup the first time you try and play a 
video with it in the US that what you’re doing may be illegal.

As far as patent infringement lawsuits, MPEG-LA, the patent holder, is one of 
the biggest patent trolls in the industry. Going even as far as billion dollar 
lawsuits against paid license holders like Microsoft.

MPEG LA sues Audiovox 
http://www.twice.com/article/257658-Audiovox_Disputes_MPEG_LA_Lawsuit.php

MPEG LA sues Alcatel Lucent 
http://www.businesswire.com/news/home/20100329006257/en/MPEG-LA-Lawsuit-Alcatel-Lucent-Settled

MPEG LA sues Apex 
https://www.allbusiness.com/legal/legal-services-litigation/5917877-1.html

MPEG LA has sued Google over V8 (for being too similar to h264, MPEG LA lost.)

-- 
Cinder Roxley
Sent with Airmail

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Re: [opensource-dev] Quicktime

2016-04-21 Thread Oz Linden (Scott Lawrence)

On 2016-04-20 14:53 , Henri Beauchamp wrote:

>This is only true for old codebases. The modern viewer using Chromium
>Embedded Framework no longer requires Quicktime. Quicktime was only used to
>decode media streams. But the viewers now do this with the CEF codec.

Nope !... Media URLs pointing to *.mp3/4g *.avi *.wav *.you_name_it_media_type
*still*  use the QuickTime (for Mac and Windows) or gstreamer (for Linux)
plugin...

There is confusion in many people mind's about media streams embedded
inside a web page (which indeed are played via CEF now, provided the
web page is using HTML5 or a proper CEF plugin exists for the embedded
media stream) and raw media file URLs: the latter are*not*  played via
CEF. Just look at the code in llviewermedia.cpp...

You're correct for all released viewers, Henri, but we are in the 
process of building and testing to see what works with no quicktime 
plugin at all.


--
OZ LINDEN | Engineering Director, Second Life
email or hangouts: o...@lindenlab.com  | Real 
Life: Scott Lawrence

LINDEN LAB | Create Virtual Experiences 
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Re: [opensource-dev] Quicktime

2016-04-21 Thread Cinder Roxley
On April 21, 2016 at 7:02:37 AM, Henri Beauchamp (sl...@free.fr 
 ) wrote:
Plus, frankly, is it reasonnable to launch a new instance of CEF (i.e. 
a *full* embedded web browser instance, using over 80Mb of memory while 
the QuickTime plugin uses 100 times less) for *each* playing media on 
surrounding prims ? That's a bit like using a hammer and an anvil to 
squash a bug, don't you think so ?... Quite inelegant ! YUCK !!! 

Agreed.

Like I already wrote earlier, the way to go is to use the gstreamer SDK 
for Windows and get a gstreamer plugin compiled for the latter. 
With all due respect, gstreamer is a major pain to build on Windows and runs 
afoul of dozens of patents and licenses. It’s fine if you’re building from 
source for linux, but it’s a lawsuit waiting to happen for commercial software 
if you want to play any “standard” media format like h264 or mp3. Something 
like libvlc might work if you want a cross platform library (but again, there 
are per-install royalties to use h264 so you’d still be screwed on mp4.)

Platform-specific plugins could take advantage of the OS’s media playback 
capabilities, without license and patent headaches.

-- 
Cinder Roxley

Sent with Airmail

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Re: [opensource-dev] Quicktime

2016-04-21 Thread Henri Beauchamp
On Thu, 21 Apr 2016 02:50:13 +0100, Whirly Fizzle wrote:

> Quite a few widely used SL TV sets still use quicktime media. Those
> TV sets no longer play the movies now I've uninstalled quicktime
> from my Windows box.

Yep.

> It appears LL are removing quicktime support from their viewer
> https://bitbucket.org/callum_linden/viewer-release-noqt

I already tried (months ago, when I noticed that the VS2012 builds were
not producing a valid QuickTime plugin with the old QuickTime SDK) the
trick consisting in replacing all occurrences of media_plugin_quicktime
with media_plugin_cef (or even media_plugin_webkit; Webkit too, could
play media, mind you...) in the mime_types.xml file for Windows, but got
faced with the same problem as the one described by Nicky in the last
commit to that experimental viewer
(https://bitbucket.org/callum_linden/viewer-release-noqt/commits/540b99f9160fa478cade308f388e9303ed98b232)

Many media URLs are then considered as files for download by CEF,
causing a rejection of the URL and a failure to play the media.

Plus, frankly, is it reasonnable to launch a new instance of CEF (i.e.
a *full* embedded web browser instance, using over 80Mb of memory while
the QuickTime plugin uses 100 times less) for *each* playing media on
surrounding prims ?  That's a bit like using a hammer and an anvil to
squash a bug, don't you think so ?... Quite inelegant !  YUCK !!!

Like I already wrote earlier, the way to go is to use the gstreamer SDK
for Windows and get a gstreamer plugin compiled for the latter.

Henri.
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Re: [opensource-dev] Quicktime

2016-04-21 Thread Henri Beauchamp
On Wed, 20 Apr 2016 17:29:52 -0700, Darien Caldwell wrote:

> Actually after more testing, I do see there's one last vestige Quicktime is
> required for, and that's MP4 video streams. Won't work without it.

Simply look at the mime_types.xml file: any URL type that invokes
media_plugin_quicktime will fail if the QuickTime plugin (and Windows
CODEC, which may be any QuickTime-compatible CODES, and not just the
Apple QuickTime one) is absent.

Henri.
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Re: [opensource-dev] Quicktime

2016-04-20 Thread Whirly Fizzle
Quite a few widely used SL TV sets still use quicktime media. Those TV sets no 
longer play the movies now I've uninstalled quicktime from my Windows box.
It appears LL are removing quicktime support from their viewer 
https://bitbucket.org/callum_linden/viewer-release-noqt

Date: Wed, 20 Apr 2016 17:29:52 -0700
From: darien.caldw...@gmail.com
To: opensource-dev@lists.secondlife.com
Subject: Re: [opensource-dev] Quicktime

Actually after more testing, I do see there's one last vestige Quicktime is 
required for, and that's MP4 video streams. Won't work without it.
But MP3 audio streams don't require Quicktime anymore, which was what I was 
basing my observation on. So I guess we were both right to some extent. If you 
don't watch MP4 videos on your parcel, (I certainly don't), you don't need 
Quicktime installed on your PC.

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Re: [opensource-dev] Quicktime

2016-04-20 Thread Darien Caldwell
Actually after more testing, I do see there's one last vestige Quicktime is
required for, and that's MP4 video streams. Won't work without it.

But MP3 audio streams don't require Quicktime anymore, which was what I was
basing my observation on. So I guess we were both right to some extent. If
you don't watch MP4 videos on your parcel, (I certainly don't), you don't
need Quicktime installed on your PC.
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Re: [opensource-dev] Quicktime

2016-04-20 Thread Darien Caldwell
Also just now as an experiment, I removed "media_plugin_quicktime.dll" out
of the llplugin directory, and parcel media stll functions. So I can't see
how it can be using quicktime at all with A) the plugin removed, and B) no
Quicktime installed on the system.
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Re: [opensource-dev] Quicktime

2016-04-20 Thread Darien Caldwell
On Wed, Apr 20, 2016 at 11:53 AM, Henri Beauchamp  wrote:

> On Wed, 20 Apr 2016 10:49:04 -0700, Darien Caldwell wrote:
>
> > On Wed, Apr 20, 2016 at 12:39 AM, Henri Beauchamp  wrote:
> >
> > > Yes, it prevents the viewer from reading media files, QuickTime's,
> > > but not only: all video and audio media files are read via the
> > > QuickTime plugin in the viewer: see the occurrences of
> > > "media_plugin_quicktime" in skins/default/xui/en/mime_types.xml
> > > (for LL's viewer; some TPV moved this file where it truly belongs,
> > > in the app_settings/ sub-directory).
> > >
> > >
> > This is only true for old codebases. The modern viewer using Chromium
> > Embedded Framework no longer requires Quicktime. Quicktime was only used
> to
> > decode media streams. But the viewers now do this with the CEF codec.
>
> Nope !... Media URLs pointing to *.mp3/4g *.avi *.wav
> *.you_name_it_media_type
> *still* use the QuickTime (for Mac and Windows) or gstreamer (for Linux)
> plugin...
>
> There is confusion in many people mind's about media streams embedded
> inside a web page (which indeed are played via CEF now, provided the
> web page is using HTML5 or a proper CEF plugin exists for the embedded
> media stream) and raw media file URLs: the latter are *not* played via
> CEF. Just look at the code in llviewermedia.cpp...
>
>
Well for some magical reason I have two PCs with no Quicktime installed on
them, that have no problem playing parcel media streams. One is Windows 7
and one is Windows 10. Streaming works fine on both...
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Re: [opensource-dev] Quicktime

2016-04-20 Thread Henri Beauchamp
On Wed, 20 Apr 2016 10:49:04 -0700, Darien Caldwell wrote:

> On Wed, Apr 20, 2016 at 12:39 AM, Henri Beauchamp  wrote:
>
> > Yes, it prevents the viewer from reading media files, QuickTime's,
> > but not only: all video and audio media files are read via the
> > QuickTime plugin in the viewer: see the occurrences of
> > "media_plugin_quicktime" in skins/default/xui/en/mime_types.xml
> > (for LL's viewer; some TPV moved this file where it truly belongs,
> > in the app_settings/ sub-directory).
> >
> >
> This is only true for old codebases. The modern viewer using Chromium
> Embedded Framework no longer requires Quicktime. Quicktime was only used to
> decode media streams. But the viewers now do this with the CEF codec.

Nope !... Media URLs pointing to *.mp3/4g *.avi *.wav *.you_name_it_media_type
*still* use the QuickTime (for Mac and Windows) or gstreamer (for Linux)
plugin...

There is confusion in many people mind's about media streams embedded
inside a web page (which indeed are played via CEF now, provided the
web page is using HTML5 or a proper CEF plugin exists for the embedded
media stream) and raw media file URLs: the latter are *not* played via
CEF. Just look at the code in llviewermedia.cpp...

Henri.
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Re: [opensource-dev] Quicktime

2016-04-20 Thread Darien Caldwell
On Wed, Apr 20, 2016 at 12:39 AM, Henri Beauchamp  wrote:

> On Tue, 19 Apr 2016 18:40:02 -0400, Andromeda Quonset wrote:
>
> > Now I am seeing a lot of messages urging all Windows users to
> > uninstall Quicktime, that it will never be updated for Windows, and
> > that it hasn't been updated for 10 years.  So the first question is
> > "does uninstalling Quicktime have an impact on Second Life?
>
> Yes, it prevents the viewer from reading media files, QuickTime's,
> but not only: all video and audio media files are read via the
> QuickTime plugin in the viewer: see the occurrences of
> "media_plugin_quicktime" in skins/default/xui/en/mime_types.xml
> (for LL's viewer; some TPV moved this file where it truly belongs,
> in the app_settings/ sub-directory).
>
>
This is only true for old codebases. The modern viewer using Chromium
Embedded Framework no longer requires Quicktime. Quicktime was only used to
decode media streams. But the viewers now do this with the CEF codec.



> > The second question might be 'do I still need the QuicktimeSDK for
> > compiling viewers?
>
> Yes and no. You can make it so that you compile a QuickTime-plugin-less
> viewer (this might require some changes to the cmake files for LL's
> viewer: some TPVs provide this choice as a build option, via a cmake
> define). Not sure if LL's viewer sources build "as is" without
> QuickTime. In any case, LL's latest viewers (late v3 and v4) require
> VS2012 to build, and VS2005/VS2010 QuickTime SDK is incompatible with
> VS2012 (the plugin will still build with the old SDK under VS2012, but
> the resulting binary will fail to launch).
>
> LL apparently got their hand on a VS2012-compatible QuickTime SDK
> (their VS2012-compiled viewer therefore got a functionnal QuikTime
> plugin, that you could reuse together with your QuickTime-less viewer
> builds). Alas, the corresponding pre-built library package is not
> available to the public (it is hosted on LL's private servers)...
>

LL and Firestorm viewers still compile a media plugin that uses Quicktime,
but it's really questionable if it's necessary anymore, given they can do
everything through CEF.
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Re: [opensource-dev] Quicktime

2016-04-20 Thread Henri Beauchamp
On Tue, 19 Apr 2016 18:40:02 -0400, Andromeda Quonset wrote:

> Now I am seeing a lot of messages urging all Windows users to 
> uninstall Quicktime, that it will never be updated for Windows, and 
> that it hasn't been updated for 10 years.  So the first question is 
> "does uninstalling Quicktime have an impact on Second Life?

Yes, it prevents the viewer from reading media files, QuickTime's,
but not only: all video and audio media files are read via the
QuickTime plugin in the viewer: see the occurrences of
"media_plugin_quicktime" in skins/default/xui/en/mime_types.xml
(for LL's viewer; some TPV moved this file where it truly belongs,
in the app_settings/ sub-directory).

> The second question might be 'do I still need the QuicktimeSDK for 
> compiling viewers?

Yes and no. You can make it so that you compile a QuickTime-plugin-less
viewer (this might require some changes to the cmake files for LL's
viewer: some TPVs provide this choice as a build option, via a cmake
define). Not sure if LL's viewer sources build "as is" without
QuickTime. In any case, LL's latest viewers (late v3 and v4) require
VS2012 to build, and VS2005/VS2010 QuickTime SDK is incompatible with
VS2012 (the plugin will still build with the old SDK under VS2012, but
the resulting binary will fail to launch).

LL apparently got their hand on a VS2012-compatible QuickTime SDK
(their VS2012-compiled viewer therefore got a functionnal QuikTime
plugin, that you could reuse together with your QuickTime-less viewer
builds). Alas, the corresponding pre-built library package is not
available to the public (it is hosted on LL's private servers)...

> Or is there some substitute by now?

Not that I know of... I already pointed out (like years ago), in this
very list that alternatives to the long deprecated QuickTime did exist
and should be used by LL but, as usual, it felt into deaf ears (LL,
once more: "I told you !").

Such an alternative could be the gstreamer SDK for Windows; after all,
the gstreamer plugin already exists for Linux, so it should not be an
impossible (or even difficult) task to extend its use to Windows builds
of the viewer. The only "difficulty" is to create a proper pre-built
library/headers package out of the SDK, which will include all the
necessary dependencies to build and package the viewer.

> In trying to find out more info about Quicktime, I find leads that 
> Homeland Security issued the warning.  Then I find Homeland Security 
> copied a noticed from CERT, who copied a notice from Comodo.and 
> then I start having a few doubts  about the warning being quite as 
> dire as I first read.

As usual, such flaws require a thoroughly "cooked up" setup for a (black
hat) hacker to exploit it against you. Whether it is possible to exploit
QuikTime flaws to gain access to your computer via the QuickTime plugin
is, for now and AFAIK, a purely theoretical issue. However, it is unwise
to run exploitable software, even if the possibility of a compromission
is slim.

Regards,

Henri.
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Re: [opensource-dev] quicktime plugin failing, and lots of build errors (windows)

2014-10-15 Thread Nicky Perian
When starting out most users will set aside quicktime until the viewer builds 
error free. As you have found out it is not needed to run the viewer.Use 
configure switch  -DQUICKTIME:BOOL=OFF not build it.

If you desire is to build with quicktime the quicktime SDK from the apple 
developer site is an additional build dependency.





On Tuesday, October 14, 2014 8:33 PM, Anna Gulaev annagul...@gmail.com wrote:
 



Forgive me, I'm not a Windows developer, but I built the viewer for Windows 
and I'm having trouble. I got it running, but I have the following problems 
(Release build):

1) The quicktime plugin keeps failing. I see there is a media plugin tester, 
and it builds, but I can't find the executable. I'm able to hear environment 
sounds, teleport sounds and streaming media. I don't know if I'm missing 
anything, but I keep getting the quicktime plugin failure popup.


2) On launch I'm told the Fmod dll isn't found. I verified it was copied to 
the directories I was instructed to put it in, but it looks for the FmodexL 
dll (*debug* version, right?) in the *Release* directory. I duplicated both 
dlls in both the release and the debug folders and it still didn't find it. I 
duplicated them in the folder with the executable and, of course, that worked.

3) I get a lot of build errors. Autobuild fails with the errors I reported 
yesterday. Doing some googling I see that that's expected behavior, but I 
didn't get a viewer executable. So I built it in Visual Studio.

VS loads the project incredibly slowly. It scanned three quarters of a million 
files before I gave up and quit the IDE, but next time I loaded the project it 
didn't scan anything and I was able to build. That build had two successes and 
one failure. No viewer executable was created. But I built the viewer by 
itself and I got an executable. It runs, but has the quicktime problem I 
mentioned above.

There is so much output and so many errors I don't know where to begin to see 
if there's anything I need to correct.

My system:

i5 3.4 GHz, 16G RAM, 256G SSD, NVIDIA GTX 650, WIndows 8.1, VC++ 2010 Express, 
latest viewer code


These are the instructions I followed:
http://wiki.secondlife.com/wiki/Viewer_2_Microsoft_Windows_Builds


Any suggestions?

Thanks.


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[opensource-dev] quicktime plugin failing, and lots of build errors (windows)

2014-10-14 Thread Anna Gulaev
Forgive me, I'm not a Windows developer, but I built the viewer for Windows
and I'm having trouble. I got it running, but I have the following problems
(Release build):

1) The quicktime plugin keeps failing. I see there is a media plugin
tester, and it builds, but I can't find the executable. I'm able to hear
environment sounds, teleport sounds and streaming media. I don't know if
I'm missing anything, but I keep getting the quicktime plugin failure popup.

2) On launch I'm told the Fmod dll isn't found. I verified it was copied to
the directories I was instructed to put it in, but it looks for the FmodexL
dll (*debug* version, right?) in the *Release* directory. I duplicated both
dlls in both the release and the debug folders and it still didn't find it.
I duplicated them in the folder with the executable and, of course, that
worked.

3) I get a lot of build errors. Autobuild fails with the errors I reported
yesterday. Doing some googling I see that that's expected behavior, but I
didn't get a viewer executable. So I built it in Visual Studio.

VS loads the project incredibly slowly. It scanned three quarters of a
million files before I gave up and quit the IDE, but next time I loaded the
project it didn't scan anything and I was able to build. That build had two
successes and one failure. No viewer executable was created. But I built
the viewer by itself and I got an executable. It runs, but has the
quicktime problem I mentioned above.

There is so much output and so many errors I don't know where to begin to
see if there's anything I need to correct.

My system:

i5 3.4 GHz, 16G RAM, 256G SSD, NVIDIA GTX 650, WIndows 8.1, VC++ 2010
Express, latest viewer code

These are the instructions I followed:
http://wiki.secondlife.com/wiki/Viewer_2_Microsoft_Windows_Builds

Any suggestions?

Thanks.
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[opensource-dev] quicktime

2011-05-19 Thread Nicky Perian
This was fixed is it now a do-over?
From April 11,2011 message list archive:

Quicktime SDK is an INSTALL_PROPRIETARY=TRUE archive download. The LL archive 
is  
modified to work with VS2010. The Apple Quicktime SDK has not been modified and 
 
fails compile.  I cloned 3p-quicktime and with autobuild build and package have 
the libraries.  The procedure worked extremely well.Then, I modified 
autobuild.xml to point to the local copy. Now the catch, since  
QuickTimePlugin.cmake has:  if (INSTALL_PROPRIETARY) include(Prebuilt) 
use_prebuilt_binary(quicktime) endif(INSTALL_PROPRIETARY)   What autobuild 
setup 
or command line switch do I use to access the local copy?  I commented out the 
if(INSTALL_PROPRIETARY) and then it pulled from the local  copy with 
autobuild.xml set to the location and md5sum printed as output of  autobuild 
package command.  What are the planned methods to use local copies of what at 
one time were  proprietary or license restricted packages and now can be cloned 
and built on a  local computer and used?  Also, does INSTALL_PROPRIETARY make 
sense when the end result is the library is  on the local computer and can be 
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Re: [opensource-dev] quicktime

2011-05-19 Thread Ima Mechanique
 This was fixed is it now a do-over?
 From April 11,2011 message list archive:
 
 Quicktime SDK is an INSTALL_PROPRIETARY=TRUE archive download. The LL archive 
 is  
 modified to work with VS2010. The Apple Quicktime SDK has not been modified 
 and  
 fails compile.  I cloned 3p-quicktime and with autobuild build and package 
 have 
 the libraries.  The procedure worked extremely well.Then, I modified 
 autobuild.xml to point to the local copy. Now the catch, since  
 QuickTimePlugin.cmake has:  if (INSTALL_PROPRIETARY) include(Prebuilt) 
 use_prebuilt_binary(quicktime) endif(INSTALL_PROPRIETARY)   What autobuild 
 setup 
 or command line switch do I use to access the local copy?  I commented out 
 the 
 if(INSTALL_PROPRIETARY) and then it pulled from the local  copy with 
 autobuild.xml set to the location and md5sum printed as output of  autobuild 
 package command.  What are the planned methods to use local copies of what at 
 one time were  proprietary or license restricted packages and now can be 
 cloned 
 and built on a  local computer and used?  Also, does INSTALL_PROPRIETARY make 
 sense when the end result is the library is  on the local computer and can be 
 used?

So far as I can tell there, currently isn't  a switch for quicktime only.
I've patched the Quicktime.Plugin.cmakeQuickTimePlugin.cmake file to add one
(USE_QUICKTIME).  I haven't found any problems with this yet, but I'm
still checking for alternatives.

Attached is a diff for the changes

--
Ima Mechanique
ima.mechanique(at)blueyonder.co.uk


USE_QUICKTIME-cmake-test_18426.diff
Description: Binary data
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