Re: [realXtend] Naali 0.2.3 released

2010-06-11 Thread Toni Alatalo
On pe, 2010-06-11 at 16:17 +0200, Peter Steinlechner wrote:
> I quickly loked at naali.0.2.4-RC1 but stil have no shadows. 

This may be the case with the new PSSM stuff on OpenGL now.

On what platform are you on? We may use OpenGL as a fallback now on
Windows also when suitable dx9 impl isn't around. We may look into
upgrading Ogre to get the new dx10&11 rendering plugins.

Right now installing dx9c or something helps if that's the case. Guys
also talked about perhaps adding that to the installer (apparently dx10
or so in vista and win7 is not backwards compatible with dx9 or
something).

Of course we need to restore OpenGL functionality too, but that's the
situation right now.

> Cheers and have a great weekend

~Toni

> 
> 
> 
> On Thu, Jun 10, 2010 at 1:29 AM, Peter Steinlechner
>  wrote:
> i found something new - i tried to change my avatar to roboto
> in naali 0.2.3 which made the viewer crash - doing the same in
> 0.2.2 works flawless.
> Maybe the clearing of cache might help - i will be looking
> forward to that feature.
> 
> 
> 
> On Thu, Jun 10, 2010 at 12:21 AM, Peter Steinlechner
>  wrote:
> I will be ready to test it :-)
> 
> 
> 
> On Thu, Jun 10, 2010 at 12:05 AM, Jonne Nauha
>  wrote:
> We could also add my mediaurl logout/exit
> crash fixes and the new texture cache stuff as
> its ready to be committed. Took my time making
> it proper and been testing it quite much.
> There is also new settings tab for both cache
> max sixes, clearing both caches and if you
> want to cache only decode jpeg2000 or all
> formats. Or then again we can leave it for
> next release for everyone to test it first.
> Either way its going in tomorrow morning :) 
> 
> btw. I can see the difference in release mode
> in login speed even when i have i7 quad core.
> Im sure this will come even handier for slower
> pc:s/laptops with heavy worlds. 
> 
> -- 
> Brgrds, Jonne Nauha Gmail via the Nokia N900 
> 
> 
> 
> 
> - Original message - 
> > If the backwards compatibility code seems to
> work well and it's not too 
> > much trouble I think we should just make the
> quick fix release. Let's 
> > figure it out tomorrow. 
> > 
> > 2010/6/9 Toni Alatalo
>  
> > 
> > > Peter Steinlechner kirjoitti: 
> > > 
> > > but im not sure if that helps in my case,
> would that mean that the 
> > > avatar 
> > > > material needs an update too, or the
> terrain textures ? 
> > > > As better visible on this screenshot,
> the avatar doesnt cast any 
> > > > shadow on the ground. 
> > > > 
> > > 
> > > I understood that the backwards
> compatibility code in Naali git 
> > > develop now makes it so that all old
> shadow-receiving materials work 
> > > without any changes. But the 0.2.3 release
> didn't have this code yet. 
> > > 
> > > ~Toni 
> > > 
> > > 
> > > > Maybe a material converter might be a
> soon required help, as i 
> > > > assume that most available ogre
> exporters might have the same issue 
> > > > like the blender exporter, and manualy
> editing a few hundered 
> > > > materials ould easy take out the fun. 
> > > > 
> > > > Cheers 
> > > > Peter 
> > > > 
> > > > On Wed, Jun 9, 2010 at 8:50 PM, Toni
> Alatalo 
> > > >  an

Re: [realXtend] Naali 0.2.3 released

2010-06-09 Thread Peter Steinlechner
i found something new - i tried to change my avatar to roboto in naali 0.2.3
which made the viewer crash - doing the same in 0.2.2 works flawless.
Maybe the clearing of cache might help - i will be looking forward to that
feature.

On Thu, Jun 10, 2010 at 12:21 AM, Peter Steinlechner <
psteinlech...@gmail.com> wrote:

> I will be ready to test it :-)
>
>
> On Thu, Jun 10, 2010 at 12:05 AM, Jonne Nauha 
> wrote:
>
>>  We could also add my mediaurl logout/exit crash fixes and the new
>> texture cache stuff as its ready to be committed. Took my time making it
>> proper and been testing it quite much. There is also new settings tab for
>> both cache max sixes, clearing both caches and if you want to cache only
>> decode jpeg2000 or all formats. Or then again we can leave it for next
>> release for everyone to test it first. Either way its going in tomorrow
>> morning :)
>>
>> btw. I can see the difference in release mode in login speed even when i
>> have i7 quad core. Im sure this will come even handier for slower
>> pc:s/laptops with heavy worlds.
>>
>> --
>> Brgrds, Jonne Nauha Gmail via the Nokia N900
>>
>> - Original message -
>> > If the backwards compatibility code seems to work well and it's not too
>> > much trouble I think we should just make the quick fix release. Let's
>> > figure it out tomorrow.
>> >
>> > 2010/6/9 Toni Alatalo 
>> >
>> > > Peter Steinlechner kirjoitti:
>> > >
>> > > but im not sure if that helps in my case, would that mean that the
>> > > avatar
>> > > > material needs an update too, or the terrain textures ?
>> > > > As better visible on this screenshot, the avatar doesnt cast any
>> > > > shadow on the ground.
>> > > >
>> > >
>> > > I understood that the backwards compatibility code in Naali git
>> > > develop now makes it so that all old shadow-receiving materials work
>> > > without any changes. But the 0.2.3 release didn't have this code yet.
>> > >
>> > > ~Toni
>> > >
>> > >
>> > > > Maybe a material converter might be a soon required help, as i
>> > > > assume that most available ogre exporters might have the same issue
>> > > > like the blender exporter, and manualy editing a few hundered
>> > > > materials ould easy take out the fun.
>> > > >
>> > > > Cheers
>> > > > Peter
>> > > >
>> > > > On Wed, Jun 9, 2010 at 8:50 PM, Toni Alatalo
>> > > > > wrote:
>> > > >
>> > > > Jonne Nauha kirjoitti:
>> > > >
>> > > > From his Mikko Alaluusuas earlier post about his work this
>> > > > sprint. Hopefully this can be somehow fixed so old worlds can
>> > > > be viewed also with nicer shadows.
>> > > > Would be a shame to enforce this to all rex users that have
>> > > > already content out there. We will hear more later how it goes :)
>> > > >
>> > > >
>> > > > He committed an attempt at backwards compatibility for old
>> > > > shadow-receiving materials in the afternoon and in my quick test
>> > > > it seemed to work. The code creates the missing passes when the
>> > > > material doesn't have them or so. Dunno if we should make another
>> > > > quickfix release with this on, or if it's ok for ppl to wait for
>> > > > next time based one in some weeks.
>> > > >
>> > > > ~Toni
>> > > >
>> > > >
>> > > >
>> > > > Hi all,
>> > > >
>> > > > my task for this sprint is to improve the shadow quality in
>> > > > Naali
>> > > > and also improve the hovering widgets.
>> > > > The hovering widgets need a visual update as well as some
>> > > > fixes to
>> > > > resizing etc.
>> > > >
>> > > > The new shadowing algorithm forces a slight change for the
>> > > > content
>> > > > creators. As we now need 3 depthmaps in the shaders, you
>> > > > need to
>> > > > specify them in the material script. This is easy, just add
>> > > > 2 more
>> > > > texture_units with content_type shadow (you propably
>> > > > already have
>> > > > one if the material is supposed to receive shadows). The
>> > > > exporter
>> > > > from blender to ogre only specifies 1 at the moment, but It
>> > > > will
>> > > > propably be changed after release. There is propably going
>> > > > to be a
>> > > > configuration to allow the user to specify the shadowmap size.
>> > > > Here's some pics of the shadows:
>> > > >
>> > > > Old ones: http://img33.imageshack.us/i/shadold.jpg/
>> > > > PSSM sharp: http://img257.imageshack.us/i/shadnew.jpg/
>> > > > PSSM with depthmap
>> > > > blur: http://img171.imageshack.us/i/viewer2010060810015892.png/
>> > > >
>> > > > Naali's trunk now has the blurred version of the shadows,
>> > > > but it
>> > > > can be easily changed back to sharper version.
>> > > >
>> > > >
>> > > > Best regards,
>> > > > Jonne Nauha
>> > > > realXtend developer
>> > > >
>> > > > http://www.realxtend.org/
>> > > > http://www.evocativi.com/
>> > > >
>> > > >
>> > > > 2010/6/9 Antti Ilomäki > > > > 
>> > > > > > > > >>
>> > > >
>> > > >
>> > > > I believe it's an issue with the shaders and the new shadows.
>> > > > 

Re: [realXtend] Naali 0.2.3 released

2010-06-09 Thread Peter Steinlechner
I will be ready to test it :-)

On Thu, Jun 10, 2010 at 12:05 AM, Jonne Nauha wrote:

>  We could also add my mediaurl logout/exit crash fixes and the new texture
> cache stuff as its ready to be committed. Took my time making it proper and
> been testing it quite much. There is also new settings tab for both cache
> max sixes, clearing both caches and if you want to cache only decode
> jpeg2000 or all formats. Or then again we can leave it for next release for
> everyone to test it first. Either way its going in tomorrow morning :)
>
> btw. I can see the difference in release mode in login speed even when i
> have i7 quad core. Im sure this will come even handier for slower
> pc:s/laptops with heavy worlds.
>
> --
> Brgrds, Jonne Nauha Gmail via the Nokia N900
>
> - Original message -
> > If the backwards compatibility code seems to work well and it's not too
> > much trouble I think we should just make the quick fix release. Let's
> > figure it out tomorrow.
> >
> > 2010/6/9 Toni Alatalo 
> >
> > > Peter Steinlechner kirjoitti:
> > >
> > > but im not sure if that helps in my case, would that mean that the
> > > avatar
> > > > material needs an update too, or the terrain textures ?
> > > > As better visible on this screenshot, the avatar doesnt cast any
> > > > shadow on the ground.
> > > >
> > >
> > > I understood that the backwards compatibility code in Naali git
> > > develop now makes it so that all old shadow-receiving materials work
> > > without any changes. But the 0.2.3 release didn't have this code yet.
> > >
> > > ~Toni
> > >
> > >
> > > > Maybe a material converter might be a soon required help, as i
> > > > assume that most available ogre exporters might have the same issue
> > > > like the blender exporter, and manualy editing a few hundered
> > > > materials ould easy take out the fun.
> > > >
> > > > Cheers
> > > > Peter
> > > >
> > > > On Wed, Jun 9, 2010 at 8:50 PM, Toni Alatalo
> > > > > wrote:
> > > >
> > > > Jonne Nauha kirjoitti:
> > > >
> > > > From his Mikko Alaluusuas earlier post about his work this
> > > > sprint. Hopefully this can be somehow fixed so old worlds can
> > > > be viewed also with nicer shadows.
> > > > Would be a shame to enforce this to all rex users that have
> > > > already content out there. We will hear more later how it goes :)
> > > >
> > > >
> > > > He committed an attempt at backwards compatibility for old
> > > > shadow-receiving materials in the afternoon and in my quick test
> > > > it seemed to work. The code creates the missing passes when the
> > > > material doesn't have them or so. Dunno if we should make another
> > > > quickfix release with this on, or if it's ok for ppl to wait for
> > > > next time based one in some weeks.
> > > >
> > > > ~Toni
> > > >
> > > >
> > > >
> > > > Hi all,
> > > >
> > > > my task for this sprint is to improve the shadow quality in
> > > > Naali
> > > > and also improve the hovering widgets.
> > > > The hovering widgets need a visual update as well as some
> > > > fixes to
> > > > resizing etc.
> > > >
> > > > The new shadowing algorithm forces a slight change for the
> > > > content
> > > > creators. As we now need 3 depthmaps in the shaders, you
> > > > need to
> > > > specify them in the material script. This is easy, just add
> > > > 2 more
> > > > texture_units with content_type shadow (you propably
> > > > already have
> > > > one if the material is supposed to receive shadows). The
> > > > exporter
> > > > from blender to ogre only specifies 1 at the moment, but It
> > > > will
> > > > propably be changed after release. There is propably going
> > > > to be a
> > > > configuration to allow the user to specify the shadowmap size.
> > > > Here's some pics of the shadows:
> > > >
> > > > Old ones: http://img33.imageshack.us/i/shadold.jpg/
> > > > PSSM sharp: http://img257.imageshack.us/i/shadnew.jpg/
> > > > PSSM with depthmap
> > > > blur: http://img171.imageshack.us/i/viewer2010060810015892.png/
> > > >
> > > > Naali's trunk now has the blurred version of the shadows,
> > > > but it
> > > > can be easily changed back to sharper version.
> > > >
> > > >
> > > > Best regards,
> > > > Jonne Nauha
> > > > realXtend developer
> > > >
> > > > http://www.realxtend.org/
> > > > http://www.evocativi.com/
> > > >
> > > >
> > > > 2010/6/9 Antti Ilomäki  > > > 
> > > >  > > > >>
> > > >
> > > >
> > > > I believe it's an issue with the shaders and the new shadows.
> > > > Someone's already looking into possible backwards
> > > > compatibility.
> > > >
> > > >
> > > > 2010/6/9 Peter Steinlechner  > > > 
> > > >  > > >
> > > > >>
> > > >
> > > >
> > > > Greetings
> > > >
> > > > My First Impressions: it looks great - now also the
> > > > teleport
> > > > to different regions works fine. (on naali 0.2.2 it alays
> > > > en

Re: [realXtend] Naali 0.2.3 released

2010-06-09 Thread Jonne Nauha
We could also add my mediaurl logout/exit crash fixes and the new texture cache 
stuff as its ready to be committed. Took my time making it proper and been 
testing it quite much. There is also new settings tab for both cache max sixes, 
clearing both caches and if you want to cache only decode jpeg2000 or all 
formats. Or then again we can leave it for next release for everyone to test it 
first. Either way its going in tomorrow morning :)

btw. I can see the difference in release mode in login speed even when i have 
i7 quad core. Im sure this will come even handier for slower pc:s/laptops with 
heavy worlds.

--
Brgrds, Jonne Nauha Gmail via the Nokia N900

- Original message -
> If the backwards compatibility code seems to work well and it's not too
> much trouble I think we should just make the quick fix release. Let's
> figure it out tomorrow.
> 
> 2010/6/9 Toni Alatalo 
> 
> > Peter Steinlechner kirjoitti:
> > 
> > but im not sure if that helps in my case, would that mean that the
> > avatar
> > > material needs an update too, or the terrain textures ?
> > > As better visible on this screenshot, the avatar doesnt cast any
> > > shadow on the ground.
> > > 
> > 
> > I understood that the backwards compatibility code in Naali git
> > develop now makes it so that all old shadow-receiving materials work
> > without any changes. But the 0.2.3 release didn't have this code yet.
> > 
> > ~Toni
> > 
> > 
> > > Maybe a material converter might be a soon required help, as i
> > > assume that most available ogre exporters might have the same issue
> > > like the blender exporter, and manualy editing a few hundered
> > > materials ould easy take out the fun.
> > > 
> > > Cheers
> > > Peter
> > > 
> > > On Wed, Jun 9, 2010 at 8:50 PM, Toni Alatalo
> > > > wrote:
> > > 
> > > Jonne Nauha kirjoitti:
> > > 
> > > From his Mikko Alaluusuas earlier post about his work this
> > > sprint. Hopefully this can be somehow fixed so old worlds can
> > > be viewed also with nicer shadows.
> > > Would be a shame to enforce this to all rex users that have
> > > already content out there. We will hear more later how it goes :)
> > > 
> > > 
> > > He committed an attempt at backwards compatibility for old
> > > shadow-receiving materials in the afternoon and in my quick test
> > > it seemed to work. The code creates the missing passes when the
> > > material doesn't have them or so. Dunno if we should make another
> > > quickfix release with this on, or if it's ok for ppl to wait for
> > > next time based one in some weeks.
> > > 
> > > ~Toni
> > > 
> > > 
> > > 
> > > Hi all,
> > > 
> > > my task for this sprint is to improve the shadow quality in
> > > Naali
> > > and also improve the hovering widgets.
> > > The hovering widgets need a visual update as well as some
> > > fixes to
> > > resizing etc.
> > > 
> > > The new shadowing algorithm forces a slight change for the
> > > content
> > > creators. As we now need 3 depthmaps in the shaders, you
> > > need to
> > > specify them in the material script. This is easy, just add
> > > 2 more
> > > texture_units with content_type shadow (you propably
> > > already have
> > > one if the material is supposed to receive shadows). The
> > > exporter
> > > from blender to ogre only specifies 1 at the moment, but It
> > > will
> > > propably be changed after release. There is propably going
> > > to be a
> > > configuration to allow the user to specify the shadowmap size.
> > > Here's some pics of the shadows:
> > > 
> > > Old ones: http://img33.imageshack.us/i/shadold.jpg/
> > > PSSM sharp: http://img257.imageshack.us/i/shadnew.jpg/
> > > PSSM with depthmap
> > > blur: http://img171.imageshack.us/i/viewer2010060810015892.png/
> > > 
> > > Naali's trunk now has the blurred version of the shadows,
> > > but it
> > > can be easily changed back to sharper version.
> > > 
> > > 
> > > Best regards,
> > > Jonne Nauha
> > > realXtend developer
> > > 
> > > http://www.realxtend.org/
> > > http://www.evocativi.com/
> > > 
> > > 
> > > 2010/6/9 Antti Ilomäki  > > 
> > >  > > >>
> > > 
> > > 
> > > I believe it's an issue with the shaders and the new shadows.
> > > Someone's already looking into possible backwards
> > > compatibility.
> > > 
> > > 
> > > 2010/6/9 Peter Steinlechner  > > 
> > >  > > 
> > > >>
> > > 
> > > 
> > > Greetings
> > > 
> > > My First Impressions: it looks great - now also the
> > > teleport
> > > to different regions works fine. (on naali 0.2.2 it alays
> > > ended with a black viewer screen)
> > > 
> > > But somehow the shadows are gone on my machine at least, as
> > > you can see in the screenshot. Maybe its a local
> > > graphics issue ?
> > > 
> > > Hardware:
> > > i7 720 CPU
> > > nvidia GTX285 with 1GB dedicated memory
> > > 
> > > 
> > > 
> > > 
> > > 2010/6/9 Antti Il

Re: [realXtend] Naali 0.2.3 released

2010-06-09 Thread Antti Ilomäki
If the backwards compatibility code seems to work well and it's not too much
trouble I think we should just make the quick fix release. Let's figure it
out tomorrow.

2010/6/9 Toni Alatalo 

> Peter Steinlechner kirjoitti:
>
>  but im not sure if that helps in my case, would that mean that the avatar
>> material needs an update too, or the terrain textures ?
>> As better visible on this screenshot, the avatar doesnt cast any shadow on
>> the ground.
>>
>
> I understood that the backwards compatibility code in Naali git develop now
> makes it so that all old shadow-receiving materials work without any
> changes. But the 0.2.3 release didn't have this code yet.
>
> ~Toni
>
>
>> Maybe a material converter might be a soon required help, as i assume that
>> most available ogre exporters might have the same issue like the blender
>> exporter, and manualy editing a few hundered materials ould easy take out
>> the fun.
>>
>> Cheers
>> Peter
>>
>> On Wed, Jun 9, 2010 at 8:50 PM, Toni Alatalo > ant...@kyperjokki.fi>> wrote:
>>
>>Jonne Nauha kirjoitti:
>>
>>>From his Mikko Alaluusuas earlier post about his work this
>>sprint. Hopefully this can be somehow fixed so old worlds can
>>be viewed also with nicer shadows.
>>Would be a shame to enforce this to all rex users that have
>>already content out there. We will hear more later how it goes :)
>>
>>
>>He committed an attempt at backwards compatibility for old
>>shadow-receiving materials in the afternoon and in my quick test
>>it seemed to work. The code creates the missing passes when the
>>material doesn't have them or so. Dunno if we should make another
>>quickfix release with this on, or if it's ok for ppl to wait for
>>next time based one in some weeks.
>>
>>~Toni
>>
>>
>>
>>   Hi all,
>>
>>   my task for this sprint is to improve the shadow quality in
>>Naali
>>   and also improve the hovering widgets.
>>   The hovering widgets need a visual update as well as some
>>fixes to
>>   resizing etc.
>>
>>   The new shadowing algorithm forces a slight change for the
>>content
>>   creators. As we now need 3 depthmaps in the shaders, you
>>need to
>>   specify them in the material script. This is easy, just add
>>2 more
>>   texture_units with content_type shadow (you propably
>>already have
>>   one if the material is supposed to receive shadows). The
>>exporter
>>   from blender to ogre only specifies 1 at the moment, but It
>>will
>>   propably be changed after release. There is propably going
>>to be a
>>   configuration to allow the user to specify the shadowmap size.
>>   Here's some pics of the shadows:
>>
>>   Old ones: http://img33.imageshack.us/i/shadold.jpg/
>>   PSSM sharp: http://img257.imageshack.us/i/shadnew.jpg/
>>   PSSM with depthmap
>>   blur: http://img171.imageshack.us/i/viewer2010060810015892.png/
>>
>>   Naali's trunk now has the blurred version of the shadows,
>>but it
>>   can be easily changed back to sharper version.
>>
>>
>>Best regards,
>>Jonne Nauha
>>realXtend developer
>>
>>http://www.realxtend.org/
>>http://www.evocativi.com/
>>
>>
>>2010/6/9 Antti Ilomäki >
>>>>>
>>
>>
>>   I believe it's an issue with the shaders and the new shadows.
>>   Someone's already looking into possible backwards
>>compatibility.
>>
>>
>>   2010/6/9 Peter Steinlechner >
>>   >
>>>>
>>
>>
>>   Greetings
>>
>>   My First Impressions: it looks great - now also the
>>teleport
>>   to different regions works fine. (on naali 0.2.2 it alays
>>   ended with a black viewer screen)
>>
>>   But somehow the shadows are gone on my machine at least, as
>>   you can see in the screenshot. Maybe its a local
>>graphics issue ?
>>
>>   Hardware:
>>   i7 720 CPU
>>   nvidia GTX285 with 1GB dedicated memory
>>
>>
>>
>>
>>   2010/6/9 Antti Ilomäki >
>>   >>>
>>
>>
>>   Greetings everyone!
>>
>>   Naali 0.2.3 is now available for download here:
>>   http://code.google.com/p/realxtend-naali/downloads/list
>>
>>   There are numerous improvements especially for content
>>   creators this time; Naali now supports other texture
>> 

Re: [realXtend] Naali 0.2.3 released

2010-06-09 Thread Toni Alatalo

Peter Steinlechner kirjoitti:
but im not sure if that helps in my case, would that mean that the 
avatar material needs an update too, or the terrain textures ?
As better visible on this screenshot, the avatar doesnt cast any 
shadow on the ground.


I understood that the backwards compatibility code in Naali git develop 
now makes it so that all old shadow-receiving materials work without any 
changes. But the 0.2.3 release didn't have this code yet.


~Toni



Maybe a material converter might be a soon required help, as i assume 
that most available ogre exporters might have the same issue like the 
blender exporter, and manualy editing a few hundered materials ould 
easy take out the fun.


Cheers
Peter

On Wed, Jun 9, 2010 at 8:50 PM, Toni Alatalo > wrote:


Jonne Nauha kirjoitti:

>From his Mikko Alaluusuas earlier post about his work this
sprint. Hopefully this can be somehow fixed so old worlds can
be viewed also with nicer shadows.
Would be a shame to enforce this to all rex users that have
already content out there. We will hear more later how it goes :)


He committed an attempt at backwards compatibility for old
shadow-receiving materials in the afternoon and in my quick test
it seemed to work. The code creates the missing passes when the
material doesn't have them or so. Dunno if we should make another
quickfix release with this on, or if it's ok for ppl to wait for
next time based one in some weeks.

~Toni



   Hi all,

   my task for this sprint is to improve the shadow quality in
Naali
   and also improve the hovering widgets.
   The hovering widgets need a visual update as well as some
fixes to
   resizing etc.

   The new shadowing algorithm forces a slight change for the
content
   creators. As we now need 3 depthmaps in the shaders, you
need to
   specify them in the material script. This is easy, just add
2 more
   texture_units with content_type shadow (you propably
already have
   one if the material is supposed to receive shadows). The
exporter
   from blender to ogre only specifies 1 at the moment, but It
will
   propably be changed after release. There is propably going
to be a
   configuration to allow the user to specify the shadowmap size.
   Here's some pics of the shadows:

   Old ones: http://img33.imageshack.us/i/shadold.jpg/
   PSSM sharp: http://img257.imageshack.us/i/shadnew.jpg/
   PSSM with depthmap
   blur: http://img171.imageshack.us/i/viewer2010060810015892.png/

   Naali's trunk now has the blurred version of the shadows,
but it
   can be easily changed back to sharper version.


Best regards,
Jonne Nauha
realXtend developer

http://www.realxtend.org/
http://www.evocativi.com/


2010/6/9 Antti Ilomäki mailto:antti.ilom...@gmail.com>
>>


   I believe it's an issue with the shaders and the new shadows.
   Someone's already looking into possible backwards
compatibility.


   2010/6/9 Peter Steinlechner mailto:psteinlech...@gmail.com>
   >>


   Greetings

   My First Impressions: it looks great - now also the
teleport
   to different regions works fine. (on naali 0.2.2 it alays
   ended with a black viewer screen)

   But somehow the shadows are gone on my machine at least, as
   you can see in the screenshot. Maybe its a local
graphics issue ?

   Hardware:
   i7 720 CPU
   nvidia GTX285 with 1GB dedicated memory




   2010/6/9 Antti Ilomäki mailto:antti.ilom...@gmail.com>
   >>


   Greetings everyone!

   Naali 0.2.3 is now available for download here:
   http://code.google.com/p/realxtend-naali/downloads/list

   There are numerous improvements especially for content
   creators this time; Naali now supports other texture
   formats besides j2k, EC editor is coming along
nicely and
   Media URLs work properly on prims. Several bugs
have also
   been dealt with, shadows improved and Python API
upgraded.
   For a full list of changes and other info check out the
   changlelog here:
 
 http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Changelog_and_History


   

Re: [realXtend] Naali 0.2.3 released

2010-06-09 Thread Toni Alatalo

Jonne Nauha kirjoitti:
>From his Mikko Alaluusuas earlier post about his work this sprint. 
Hopefully this can be somehow fixed so old worlds can be viewed also 
with nicer shadows.
Would be a shame to enforce this to all rex users that have already 
content out there. We will hear more later how it goes :)


He committed an attempt at backwards compatibility for old 
shadow-receiving materials in the afternoon and in my quick test it 
seemed to work. The code creates the missing passes when the material 
doesn't have them or so. Dunno if we should make another quickfix 
release with this on, or if it's ok for ppl to wait for next time based 
one in some weeks.


~Toni




Hi all,

my task for this sprint is to improve the shadow quality in Naali
and also improve the hovering widgets. 


The hovering widgets need a visual update as well as some fixes to
resizing etc.

The new shadowing algorithm forces a slight change for the content
creators. As we now need 3 depthmaps in the shaders, you need to
specify them in the material script. This is easy, just add 2 more
texture_units with content_type shadow (you propably already have
one if the material is supposed to receive shadows). The exporter
from blender to ogre only specifies 1 at the moment, but It will
propably be changed after release. There is propably going to be a
configuration to allow the user to specify the shadowmap size. 


Here's some pics of the shadows:

Old ones: http://img33.imageshack.us/i/shadold.jpg/
PSSM sharp: http://img257.imageshack.us/i/shadnew.jpg/
PSSM with depthmap
blur: http://img171.imageshack.us/i/viewer2010060810015892.png/

Naali's trunk now has the blurred version of the shadows, but it
can be easily changed back to sharper version.


Best regards,
Jonne Nauha
realXtend developer

http://www.realxtend.org/
http://www.evocativi.com/


2010/6/9 Antti Ilomäki >


I believe it's an issue with the shaders and the new shadows.
Someone's already looking into possible backwards compatibility.


2010/6/9 Peter Steinlechner mailto:psteinlech...@gmail.com>>

Greetings

My First Impressions: it looks great - now also the teleport
to different regions works fine. (on naali 0.2.2 it alays
ended with a black viewer screen)

But somehow the shadows are gone on my machine at least, as
you can see in the screenshot. Maybe its a local graphics issue ?

Hardware:
i7 720 CPU
nvidia GTX285 with 1GB dedicated memory




2010/6/9 Antti Ilomäki mailto:antti.ilom...@gmail.com>>

Greetings everyone!

Naali 0.2.3 is now available for download here:
http://code.google.com/p/realxtend-naali/downloads/list

There are numerous improvements especially for content
creators this time; Naali now supports other texture
formats besides j2k, EC editor is coming along nicely and
Media URLs work properly on prims. Several bugs have also
been dealt with, shadows improved and Python API upgraded.
For a full list of changes and other info check out the
changlelog here:

http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Changelog_and_History

A new version of Taiga should also be available shortly.
-- 
http://groups.google.com/group/realxtend

http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend

http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend

http://www.realxtend.org


--
http://groups.google.com/group/realxtend
http://www.realxtend.org 


--
http://groups.google.com/group/realxtend
http://www.realxtend.org


Re: [realXtend] Naali 0.2.3 released

2010-06-09 Thread Jonne Nauha
>From his Mikko Alaluusuas earlier post about his work this sprint. Hopefully
this can be somehow fixed so old worlds can be viewed also with nicer
shadows.
Would be a shame to enforce this to all rex users that have already content
out there. We will hear more later how it goes :)

Hi all,

my task for this sprint is to improve the shadow quality in Naali and also
improve the hovering widgets.

The hovering widgets need a visual update as well as some fixes to resizing
etc.

The new shadowing algorithm forces a slight change for the content creators.
As we now need 3 depthmaps in the shaders, you need to specify them in the
material script. This is easy, just add 2 more texture_units with
content_type shadow (you propably already have one if the material is
supposed to receive shadows). The exporter from blender to ogre only
specifies 1 at the moment, but It will propably be changed after release.
There is propably going to be a configuration to allow the user to specify
the shadowmap size.

Here's some pics of the shadows:

Old ones: http://img33.imageshack.us/i/shadold.jpg/
PSSM sharp: http://img257.imageshack.us/i/shadnew.jpg/
PSSM with depthmap blur:
http://img171.imageshack.us/i/viewer2010060810015892.png/

Naali's trunk now has the blurred version of the shadows, but it can be
easily changed back to sharper version.


Best regards,
Jonne Nauha
realXtend developer

http://www.realxtend.org/
http://www.evocativi.com/


2010/6/9 Antti Ilomäki 

> I believe it's an issue with the shaders and the new shadows. Someone's
> already looking into possible backwards compatibility.
>
>
> 2010/6/9 Peter Steinlechner 
>
> Greetings
>>
>> My First Impressions: it looks great - now also the teleport to different
>> regions works fine. (on naali 0.2.2 it alays ended with a black viewer
>> screen)
>>
>> But somehow the shadows are gone on my machine at least, as you can see in
>> the screenshot. Maybe its a local graphics issue ?
>>
>> Hardware:
>> i7 720 CPU
>> nvidia GTX285 with 1GB dedicated memory
>>
>>
>>
>>
>> 2010/6/9 Antti Ilomäki 
>>
>>> Greetings everyone!
>>>
>>> Naali 0.2.3 is now available for download here:
>>> http://code.google.com/p/realxtend-naali/downloads/list
>>>
>>> There are numerous improvements especially for content creators this
>>> time; Naali now supports other texture formats besides j2k, EC editor is
>>> coming along nicely and Media URLs work properly on prims. Several bugs have
>>> also been dealt with, shadows improved and Python API upgraded. For a full
>>> list of changes and other info check out the changlelog here:
>>> http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Changelog_and_History
>>>
>>> A new version of Taiga should also be available shortly.
>>>
>>> --
>>> http://groups.google.com/group/realxtend
>>> http://www.realxtend.org
>>
>>
>>  --
>> http://groups.google.com/group/realxtend
>> http://www.realxtend.org
>
>
>  --
> http://groups.google.com/group/realxtend
> http://www.realxtend.org
>

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Naali 0.2.3 released

2010-06-09 Thread Antti Ilomäki
I believe it's an issue with the shaders and the new shadows. Someone's
already looking into possible backwards compatibility.


2010/6/9 Peter Steinlechner 

> Greetings
>
> My First Impressions: it looks great - now also the teleport to different
> regions works fine. (on naali 0.2.2 it alays ended with a black viewer
> screen)
>
> But somehow the shadows are gone on my machine at least, as you can see in
> the screenshot. Maybe its a local graphics issue ?
>
> Hardware:
> i7 720 CPU
> nvidia GTX285 with 1GB dedicated memory
>
>
>
>
> 2010/6/9 Antti Ilomäki 
>
>> Greetings everyone!
>>
>> Naali 0.2.3 is now available for download here:
>> http://code.google.com/p/realxtend-naali/downloads/list
>>
>> There are numerous improvements especially for content creators this time;
>> Naali now supports other texture formats besides j2k, EC editor is coming
>> along nicely and Media URLs work properly on prims. Several bugs have also
>> been dealt with, shadows improved and Python API upgraded. For a full list
>> of changes and other info check out the changlelog here:
>> http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Changelog_and_History
>>
>> A new version of Taiga should also be available shortly.
>>
>> --
>> http://groups.google.com/group/realxtend
>> http://www.realxtend.org
>
>
>  --
> http://groups.google.com/group/realxtend
> http://www.realxtend.org

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org