Re: [Opensim-dev] Avatar movement packet optimization

2009-02-12 Thread Jeroen van Veen
i saw that robotdemo a while ago at http://community.rexdeveloper.org/. It's the same optimization? That was really some impressive cool stuff. keep up the good work! Jeroen On Wednesday 11 February 2009 18:59:19 Tommi Laukkanen wrote: > Nice! > > We need more work like this. > > Tommi > > On

[Opensim-dev] Refactoring the backend codepaths

2009-02-12 Thread Stefan Andersson
Esteemed colleagues, friends, lovers; I have taken upon me to embark on an long and arduous journey; to try to refactor the mess that is called 'LoginService' - and in the process probably touch on quite a lot of the backend codepath messiness. The general idea is to eliminate duplicatio

Re: [Opensim-dev] Refactoring the backend codepaths

2009-02-12 Thread Melanie
Hi, it is used in a remoting call, InformReginOfNeighbors or somesuch. That implicitly serializes it. That code may have been changed/removed since I looked at it, but that is why it is serializable. Melanie Stefan Andersson wrote: > Esteemed colleagues, friends, lovers; > > > > I have ta

Re: [Opensim-dev] Avatar movement packet optimization

2009-02-12 Thread Mikko Pallari
That optimization did this and also reduced the terseupdate packet size. That needed changes to protocol, and because we can't change the protocol with Linded client, the effect won't be so dramatic here. Cheers, Mikko -Original Message- From: opensim-dev-boun...@lists.berlios.de [mail

Re: [Opensim-dev] Refactoring the backend codepaths

2009-02-12 Thread Stefan Andersson
Melanie, Thank you to you and Belsepubi for your swift replies. >From what I can gather, all xxxNeighbourxxx functions seem to either use the >RegionInfo class tree, or be used in explicit serialization (as in, filling in >hashtables) Thru SVN BLAME I can see that the serializable att

Re: [Opensim-dev] Avatar movement packet optimization

2009-02-12 Thread Dirk Krause
Hi, - dramatic in terms of 'positive'? - to take advantage of the client side changes one would need to change the viewer source (or take the Rex Viewer) then? I also take it that OpenMetaverse based viewers (like IdealistViewer) would need a patch for OpenMetaverse? even with the 'server on

Re: [Opensim-dev] Avatar movement packet optimization

2009-02-12 Thread Sean Dague
Mikko Pallari wrote: > That optimization did this and also reduced the terseupdate packet size. That > needed changes to protocol, and because we can't change the protocol with > Linded client, the effect won't be so dramatic here. Very cool to see this patch. There is some feedback in the mant

Re: [Opensim-dev] Avatar movement packet optimization

2009-02-12 Thread Mikko Pallari
Hi, Yes, 'dramatic' as in positive. The changes introduced in the patch work for LL clients also and propably for OpenMetaverse clients too, but I haven't tested this patch with them. Resizing the terseupdate packet size is going to be placed in to ModRex at least, that's why in the patch Send

Re: [Opensim-dev] Opensim-dev Digest, Vol 18, Issue 41

2009-02-12 Thread Danielle Veillet
Hi, I compile OpenSim as usual, I start successfully all servers but when it comes to OpenSim, I receive continuously the error message : 2009-02-12 10:20:48,359 ERROR - OpenSim.Region.Framework.ModuleLoader [MODULES]: Could not load types for [OpenSim.Data.MSSQLMapper, Version=0.0.0.0, Cult

[Opensim-dev] Groups in OpenSim

2009-02-12 Thread Ruud Lathrop
Hi, Does anybody know if somebody is working on features to implement Groups? I see a GroupsModule in Core.Avatar. But that doesn't hold much implementation. If nobody is building that, how can I start working on something like that? Ruud ___ Opensim-d

Re: [Opensim-dev] Groups in OpenSim

2009-02-12 Thread Mike Huntington
I'm currently in talks with DeepThink to have this developed for my grid. The work will be donated back to the opensim community once finished. Hopefully work on this will begin later this month. Sent from my iPhone On Feb 12, 2009, at 10:46 AM, Ruud Lathrop wrote: > Hi, > > Does anybody

[Opensim-dev] Need a debugging tip for Visual Studio C# 2008 Express

2009-02-12 Thread Peter Quirk
I'm trying to debug the modrex code and having a problem with the Visual Studio C# 2008 Express edition debugger that I can't work around. I was wondering if someone can point me in the right direction. Before I start I should mention that Opensim + modrex executes more or less correctly and I

Re: [Opensim-dev] Need a debugging tip for Visual Studio C# 2008 Express

2009-02-12 Thread Joshua Garvin
Peter, Under the menu Debug->Exceptions, make sure that the column labeled "Thrown" is unchecked for each row. - Josh On Thu, Feb 12, 2009 at 1:23 PM, Peter Quirk wrote: > I'm trying to debug the modrex code and having a problem with the Visual > Studio C# 2008 Express edition debugger that I c

Re: [Opensim-dev] Need a debugging tip for Visual Studio C# 2008 Express

2009-02-12 Thread Tommi Laukkanen
Sounds like your program is running as 64 bits when running in debugger. Trying changing processor architecture to 32 bits from project settings. regards, Tommi ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/li

Re: [Opensim-dev] Groups in OpenSim

2009-02-12 Thread Charles Krinke
Dear Ruud: Regardless of whether anyone is working on it or not, all contributions are welcome. I would think the thing to do is start with a vision, discuss with others, add patches to Mantis and repeat. Along the way, others may contribute and we can all learn together. So, I would encourage

Re: [Opensim-dev] Mesh to primitive converter

2009-02-12 Thread Paul Fishwick
I saw an example of this once - an app that takes a mesh and creates a conversion to SL prims. The problem is that it took a long time to rez, and the prim geometry was more detailed than necessary (given that the problem is to render a mesh (which the prims are already). I would say it might be be

Re: [Opensim-dev] Mesh to primitive converter

2009-02-12 Thread Mircea Kitsune
That tool would be very interesting to try with Opensim. I know clients like RealXtend support meshes directly, but what I was thinking of was a way to have meshes in-world that the LL client can see as well. Having meshes as prim-per-poly can also make them editable in-world to a point, and al

Re: [Opensim-dev] Mesh to primitive converter

2009-02-12 Thread Dahlia Trimble
I've heard of a tool that once existed that could recreate a tri-mesh (all polygons are in the form of triangles) object and reproduce it in SL with triangular shaped prims. I think it was a combination of a blender script and a LSL script. The problem with such an approach is the relatively high c

Re: [Opensim-dev] Mesh to primitive converter

2009-02-12 Thread Rich White
Collada to Sculptie would be a great start - open up the Google 3D warehouse and Sketchup for authoring Opensim (& SL ) content. == On Thu, Feb 12, 2009 at 5:56 PM, Mircea Kitsune wrote: > That tool would be very interesting to try with Opensim. I know clients like > RealXtend support meshes

Re: [Opensim-dev] Avatar movement packet optimization

2009-02-12 Thread Stefan Andersson
> Resizing the terseupdate packet size is going to be placed in to ModRex at > least, that's why in the patch SendAvatarTerseUpdate method is marked as > virtual. Just a very quick short one; (yeah right) Not talking about this patch in particular, just realized there's something that

Re: [Opensim-dev] Mesh to primitive converter

2009-02-12 Thread nlin
I'm not sure if this is the tool you're referring to, but something similar is illustrated by this LSL script: http://www.lslwiki.net/lslwiki/wakka.php?wakka=LibraryPolygonFormer. (Example screenshot http://www.sipuli.net/~joonas/Uploadit/Muut/modelrezzer_snapshot4JPG.JPG) -nlin 2009/2/13 Dahlia