Just want to says thanks Teravus for a very insightful and informative
post.
Neil Canham
On Mon, Oct 4, 2010 at 1:32 PM, Teravus Ovares tera...@gmail.com wrote:
When working on IdealistViewer, I noticed that, generally, third party
'general purpose' renderers like Irrlicht and Ogre are not
When working on IdealistViewer, I noticed that, generally, third party
'general purpose' renderers like Irrlicht and Ogre are not well suited for
rendering objects at the quantity that SecondLife prims require. Rendering
prims /can/ be done with them, however, not at the level that can be done
On Sun, 3 Oct 2010 21:01:00 -0700 (PDT), Ann Otoole wrote:
Whats the jira for this defect you say exists that I have never once observed
despite always using a setting of 4?
I don't contribute to the JIRA any more: what's the point when LL
marks the issues as will not finish or just plain
On Mon, Oct 4, 2010 at 2:55 AM, Latif Khalifa lati...@streamgrid.net wrote:
You are reading too much into these targets. Those are just viewer
effects that help your viewer position head and the direction of eyes
of the avatar to the desired location. They have no other use.
Yes as Latif says
There hasn't been a new build of Snowstorm (Second Life 2.2.1 (210917) Sep
30 2010 05:11:51 (Second Life Development)) for several days. Any ETA on
when new builds will be available?
--
-
Zak Escher
email: zak.esc...@gmail.com
Join me in Second Life
Folks,
Thanks for the informed responses. I admit that most of my concern was NOT
a function of seeing the cross-hairs, but rather the response I got when I
inquired about it. The fact that the avatar was 10 days old, was folded up
in a corner not moving, and that he basically told me to kiss
Teravus++
On Mon, Oct 4, 2010 at 2:32 PM, Teravus Ovares tera...@gmail.com wrote:
When working on IdealistViewer, I noticed that, generally, third party
'general purpose' renderers like Irrlicht and Ogre are not well suited for
rendering objects at the quantity that SecondLife prims require.
I agree with Neil - very nice post.
But I do think that this really hasn't been tested well enough to
declare that all scene-graphers and 3rd-party renderers won't perform
well on SL data, though. For me, that's up in the air and is something
that should be tested before it's tossed out. That
I am going to have to agree that too much is read into look at targets but
I will also have to disagree that this tool serves only rudimentary uses.
Tools of this nature have been in use for ages before TPVs came on the
scene. I remember using them when I was an administrator in the Dreamland
On Sun, Oct 3, 2010 at 2:47 AM, Kelly Linden ke...@lindenlab.com wrote:
Unfortunately no. LSL scripts take up 16k of memory no matter how much they
actually use.
Is there any technical reason why this can't be made adjustable,
though? I know that changing the amount of script memory available
Am happy to see some input on the idea of Unity. It makes me smile.
My intent, of course, was to jolt a bit out of idea of a monolithic 2.x
codebase. A lot of folks want the viewer to do quite a bit (mesh editor,
anyone?). Fulfilling the wishlist without going to a plugin strategy will
result
I really hope LL is not going to add a Mesh Editor in the client. That's
just going to be so bloated.
I agree though, that plugins will be important, and some months(year?) ago
it was mentioned that there is a team at LL working on doing just that. Can
anyone (at LL) confirm that there is still a
On Mon, Oct 4, 2010 at 1:05 PM, Aidan Thornton makos...@gmail.com wrote:
On Sun, Oct 3, 2010 at 2:47 AM, Kelly Linden ke...@lindenlab.com wrote:
Unfortunately no. LSL scripts take up 16k of memory no matter how much
they
actually use.
Is there any technical reason why this can't be made
-- Forwarded message --
From: Robert Martin robertl...@gmail.com
Date: Mon, Oct 4, 2010 at 4:52 PM
Subject: Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase
plugin capable?
To: Frans mrfr...@gmail.com
On Mon, Oct 4, 2010 at 4:38 PM, Frans mrfr...@gmail.com wrote:
On 2010-10-04 10:55, Zak Escher wrote:
There hasn't been a new build of Snowstorm (Second Life 2.2.1 (210917)
Sep 30 2010 05:11:51 (Second Life Development)) for several days. Any
ETA on when new builds will be available?
There just have not been any new commits since then. People have
On Mon, 2010-10-04 at 13:15 -0700, Daniel Smith wrote:
Am happy to see some input on the idea of Unity. It makes me smile.
My intent, of course, was to jolt a bit out of idea of a monolithic
2.x codebase. A lot of folks want the viewer to do quite a bit (mesh
editor, anyone?).
Im in all support for Unity 3d Daniel!!! Very cool! Keep the embers burning!
On Mon, Oct 4, 2010 at 1:15 PM, Daniel Smith javajo...@gmail.com wrote:
Am happy to see some input on the idea of Unity. It makes me smile.
My intent, of course, was to jolt a bit out of idea of a monolithic
On Mon, Oct 4, 2010 at 1:38 PM, Frans mrfr...@gmail.com wrote:
I really hope LL is not going to add a Mesh Editor in the client. That's
just going to be so bloated.
I think it's a terrible idea for LL to try to recreate tools that
teams of professionals have already been working on for years.
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