Re: [opensource-dev] UI - Picks - no delete button

2011-02-16 Thread Geenz
It's totally not Right click on the pick -> Delete. It's totally not click on the pick in question, then click on the trash can icon at the bottom of "My Picks". On Wednesday, February 16, 2011 at 3:39 AM, Ann Otoole wrote: > So exactly how do I delete a pick? Oh never mind. I have to get a thir

Re: [opensource-dev] FUI project just out - no more sidebar

2011-10-18 Thread Geenz
I can't be the only one who thinks that window management needs to be re-thought for FUI. As it stands, it seems as if that actually took a step backwards. On Oct 18, 2011, at 10:03 PM, Jonathan Welch wrote: > The new FUI project just got merged in to viewer-development. No more > sidebar! At

Re: [opensource-dev] Viewer UI mode merge

2011-10-18 Thread Geenz
I agree completely with Arrehn myself, communication with the community is awesome when trying to achieve a UI intended to work for *most* people. That said, my two cents on the new UI: Why are IMs docked at the top? It seems like it'd make more sense for them to be docked at the bottom. Window

Re: [opensource-dev] Build of the viewer with Xcode on Leopard

2011-11-12 Thread Geenz
find more details here: https://jira.secondlife.com/browse/STORM-938?. Mimika Oh's specific changes to compile against the system's APR libraries can be found here: https://bitbucket.org/Mimika_Oh/viewer-development/changeset/b63ec6bcf64d. -- Geenz Sent with Sparrow (http://www.sparrowma

Re: [opensource-dev] GTX680 Compatibility

2012-04-06 Thread Geenz
It *should* run, provided Nvidia hasn't done anything funky with their drivers. -- Geenz Sent with Sparrow (http://www.sparrowmailapp.com/?sig) On Friday, April 6, 2012 at 1:43 PM, Ann Otoole wrote: > Will SL run on the new nVidia GTX680? If not are there any plans to advance >

Re: [opensource-dev] Mesh support current status???

2011-04-17 Thread Geenz Spad
I think you're referring to their announcement that they were shifting focus to iOS, not MacOS. They have never announced Mac support for Blue Mars, and they still support the PC all the same. On Sun, Apr 17, 2011 at 11:59 AM, Brandon Husbands wrote: > There was an announcement t hey wold only

Re: [opensource-dev] ATI vs NV vs OSX

2011-05-11 Thread Geenz Spad
Everything (including shadows and deferred rendering) seems to work under the latest version of OS X (10.6.7 here). It also works under the latest 10.7 developer preview. I'm using a GeForce GTX 285 on my end. On Wed, May 11, 2011 at 10:57 AM, Mysty Saunders wrote: > Every time I've tried a hac

[opensource-dev] Review Request: STORM-1823 - Replace current specular model with Normalized Blinn-Phong specularity

2012-03-21 Thread Geenz Spad
s more in line with what you see in high end game engines such as Unreal Engine 3 and Frostbite 2, and stored in a lookup texture. Test plan can be found in the JIRA. Repository can be found here: https://bitbucket.org/Geenz/viewer-nbp This addresses bug STORM-1823. http://jira.secondlife.c

Re: [opensource-dev] Review Request: STORM-1823 - Replace current specular model with Normalized Blinn-Phong specularity

2012-03-21 Thread Geenz Spad
und here: https://bitbucket.org/Geenz/viewer-nbp This addresses bug STORM-1823. http://jira.secondlife.com/browse/STORM-1823 Diffs - indra/newview/app_settings/settings.xml 51b2fd52e36aab8f670e0874e7e1472434ec4b4a indra/newview/app_settings/shaders/class1/deferred/multiP

Re: [opensource-dev] Review Request: STORM-1823 - Replace current specular model with Normalized Blinn-Phong specularity

2012-03-21 Thread Geenz Spad
und in the JIRA. Repository can be found here: https://bitbucket.org/Geenz/viewer-nbp This addresses bug STORM-1823. http://jira.secondlife.com/browse/STORM-1823 Diffs (updated) - doc/contributions.txt b32595c5170f92ac2dbab635955b1b86634f1475 indra/newview/app_settin

Re: [opensource-dev] Review Request: STORM-1823 - Replace current specular model with Normalized Blinn-Phong specularity

2012-03-25 Thread Geenz Spad
esults more in line with what you see in high end game engines such as Unreal Engine 3 and Frostbite 2, and stored in a lookup texture. Test plan can be found in the JIRA. Repository can be found here: https://bitbucket.org/Geenz/viewer-nbp This addresses bug STORM-1823. http://jira.secondl

Re: [opensource-dev] Review Request: STORM-1823 - Replace current specular model with Normalized Blinn-Phong specularity

2012-03-25 Thread Geenz Spad
for R16F and R32F. However, storing in an R16F LUT is something to look into in the future regardless if only to reduce banding. Scaling by 6 allows us to get a bit more of a higher range (same scale used by RGBM encoding), though whether or not it's really necess

Re: [opensource-dev] Review Request: STORM-1823 - Replace current specular model with Normalized Blinn-Phong specularity

2012-03-25 Thread Geenz Spad
everyone can see, and I would also very much appreciate it if people could post their own comparisons, and identify any in-world content breakage that relied on the previous model that was used. - Geenz --- This is an automatic

Re: [opensource-dev] Review Request: STORM-1823 - Replace current specular model with Normalized Blinn-Phong specularity

2012-03-25 Thread Geenz Spad
e so long as both the encode and decode use the same scales). Seems to work quite well, especially since medium shiny seems to have slightly less saturation induced artifacting. :3 - Geenz --- This is an automatically generated e-mail. To

Re: [opensource-dev] Review Request: STORM-1823 - Replace current specular model with Normalized Blinn-Phong specularity

2012-03-26 Thread Geenz Spad
an can be found in the JIRA. Repository can be found here: https://bitbucket.org/Geenz/viewer-nbp This addresses bug STORM-1823. http://jira.secondlife.com/browse/STORM-1823 Diffs (updated) - doc/contributions.txt b32595c5170f92ac2dbab635955b1b86634f1475 indra/newview/app_settin

Re: [opensource-dev] Review Request: STORM-1823 - Replace current specular model with Normalized Blinn-Phong specularity

2012-03-26 Thread Geenz Spad
th what you see in high end game engines such as Unreal Engine 3 and Frostbite 2, and stored in a lookup texture. Test plan can be found in the JIRA. Repository can be found here: https://bitbucket.org/Geenz/viewer-nbp This addresses bug STORM-1823. http://jira.secondlife.com/browse/STO

Re: [opensource-dev] Review Request: STORM-1823 - Replace current specular model with Normalized Blinn-Phong specularity

2012-03-27 Thread Geenz Spad
//bitbucket.org/Geenz/viewer-nbp This addresses bug STORM-1823. http://jira.secondlife.com/browse/STORM-1823 Diffs - doc/contributions.txt UNKNOWN indra/newview/app_settings/settings.xml UNKNOWN indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl UNKNOWN

Re: [opensource-dev] Review Request: STORM-1819: Graded Shadows

2012-04-22 Thread Geenz Spad
(i.e., GeForce 8 an 9 series)? - Geenz Spad On April 21, 2012, 2:54 p.m., Oz Linden wrote: > > --- > This is an automatically generated e-mail. To reply, visit: > http://codereview.secondli

[opensource-dev] Autobuild hell

2012-05-22 Thread Geenz Spad
ardless of where autobuild is executed (i.e., whether it's a directory containing proper autobuild packages or not), and the parameters given to it (such as build, clean, etc.): Geenzs-MacBook-Pro:~ geenz$ autobuild WARNING:autobuild.common:extracting from llbase-0.2.0-darwin-20100225.tar.bz2

Re: [opensource-dev] Anyone else having this issue uploading meshes?

2012-06-03 Thread Geenz Spad
Have you attempted this on both pathfinding and non-pathfinding regions? Seems to manifest primarily on pathfinding regions for me. -- Geenz Spad Sent with Sparrow (http://www.sparrowmailapp.com/?sig) On Sunday, June 3, 2012 at 4:08 PM, Ricky wrote: > Interesting hypothesis. However, I

Re: [opensource-dev] Anyone else having this issue uploading meshes?

2012-06-04 Thread Geenz Spad
I'm doubt that it has anything to do with convex decomposition, not unless they recently changed the format in which the server expects the hulls. Though even if they did, I'd think they'd include those changes as part of the pathfinding viewer. -- Geenz Spad Sent wit

[opensource-dev] Content Creation Improvement UG - Morph Target Discussion

2012-07-16 Thread Geenz Spad
Second Life. You can find the agenda for the meetings, and other information relating to them, here: https://wiki.secondlife.com/w/index.php?title=Content_Creation_Improvement_Informal_User_Group -- Geenz Spad Sent with Sparrow (http://www.sparrowmailapp.com/?sig) __

[opensource-dev] Review Request: As Gatekeeper, I like binaries downloaded through a web browser to be signed

2012-07-23 Thread Geenz Spad
wer builds with these changes in place, and the resulting .app package executes without problems on OS X 10.8 when downloaded through Safari. Thanks, Geenz Spad ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki

Re: [opensource-dev] Mercurial repository webpage layout

2012-08-29 Thread Geenz Spad
That's bitbucket in general. Everyone's profile pages got switched to the new layout. == Geenz Spad ge...@exodusviewer.com On Aug 29, 2012, at 5:03 PM, Henri Beauchamp wrote: > Greetings, > > The layout of LL's mercurial repository (http://hg.secondlife.

Re: [opensource-dev] OSX 10.8 / Xcode 4.5 compile support (wasReview Request: patch potential memory leak in llgl.h)

2012-09-19 Thread Geenz Spad
pretty much need to rewrite certain portions of the viewer to not use deprecated functionality and to instead have Objective-C implementations of different things (i.e., windowing and event handling); that's not an easy task (and in fact quite time consuming). == Geenz Spad ge...@ex

Re: [opensource-dev] OSX 10.8 / Xcode 4.5 compile support (wasReview Request: patch potential memory leak in llgl.h)

2012-09-20 Thread Geenz Spad
which is likely due out next year now that Apple's committed to annual OS X updates. I'd be interested to hear about the legacy OpenGL hacks that you're trying to remove however! That part I find fairly interesting. == Geenz Spad ge...@exodusviewer.com On Sep 20,

Re: [opensource-dev] Review Request: BUG-540: Math updates by Moon Metty. Reviewed by Chieron Tenk.

2012-10-24 Thread Geenz Spad
Question: I noticed that at least one item on the Firestorm JIRA had listed instruction count differences, however I'd be more interested in seeing actual execution time measurement differences between the two. Has the execution time between the originals and modified versions of the code been mea

Re: [opensource-dev] Review Request: OPEN-152 Fog is broken on water, and extra-broken on water in deferred rendering

2013-01-11 Thread Geenz Spad
--- This is an automatically generated e-mail. To reply, visit: http://codereview.secondlife.com/r/611/#review1291 --- Ship it! Looks good to me. - Geenz Spad On Dec. 2, 2012, 2

Re: [opensource-dev] Review Request: VWR-29083 Make SSAO work better

2013-01-11 Thread Geenz Spad
roblem on class 2 hardware that can handle deferred. That said, is there a good reason for diff.z != 0.0 to *not* be diff.z > 0.0? - Geenz --- This is an automatically generated e-mail. To reply, visit: http://codereview.secondl

Re: [opensource-dev] Cocoa Project Viewer

2013-02-24 Thread Geenz Spad
The minimum size for the window (as defined in SecondLife.xib) is 1024x768. This is largely to prevent any odd cases where UI elements end up getting clipped by the window inadvertently (though this is largely only a problem with the width of the window, not the height). I'll see about making the

Re: [opensource-dev] new viewer

2013-07-23 Thread Geenz Spad
Vanilla Snowglobe 1.5 doesn't support server-side baking, meaning your avatar (and those around you) will not appear correctly pretty soon once the old protocols for baked textures go dark. On Jul 23, 2013, at 9:28 PM, a...@skyhighway.com wrote: > hey guys! i was just wondering if somebody her

Re: [opensource-dev] Rebrand Mac build

2013-12-01 Thread Geenz Spad
Here’s the general overview: Open SecondLife.xib in newview with Xcode Rename the main window from Second Life to whatever you’d like to name it Open the terminal, cd to newview and run the following: ibtool SecondLife.xib —compile SecondLife.nib If you know a bit of Objective-C and the NSWindow

Re: [opensource-dev] Mac OS X Metal support

2015-12-13 Thread Geenz Spad
Additionally, effective OpenGL != effective Metal. In order to really take advantage of Metal, you would be looking at a massive rewrite of the viewer's rendering code to fit within the "Metal mindset" making a number of Metal specific optimizations along the way, and optimizations may not enti

Re: [opensource-dev] Mac OS X Metal support

2015-12-13 Thread Geenz Spad
Additionally, effective OpenGL != effective Metal. In order to really take advantage of Metal, you would be looking at a massive rewrite of the viewer's rendering code to fit within the "Metal mindset" making a number of Metal specific optimizations along the way, and optimizations may not enti

Re: [opensource-dev] About memory management on macOS 10.12 (Sierra) potentially affecting all viewers

2016-07-08 Thread Geenz Spad
https://xkcd.com/386/ With that out of the way, autorelease pools don't have much to do with garbage collection - in fact the document that you've linked to specifically outlines the following with regards to autorelease pools and GC: > In a garbage-collected environment,

Re: [opensource-dev] About memory management on macOS 10.12 (Sierra) potentially affecting all viewers

2016-07-09 Thread Geenz Spad
Literally all this does is enable ARC. Don't forget that Apple still allows opt-out on a file by file basis for situations where ARC is not desired (such as cases where the compiler isn't doing something that you want WRT retaining objects outside of autorelease pools). This does not change th

Re: [opensource-dev] Mesh rendering: What does indicesp provide?

2010-06-03 Thread Geenz Spad
I'm sure it wouldn't hurt to ask Eric Lengyel if one could create their own LGPL implementation of Voxel terrain LOD based off of his paper. He'll usually only ever say no in the event that it involves distributing code to one of his commercial products (such as the C4 Engine). Since in this case

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

Re: [opensource-dev] Reflections in SL. Re: Project-MESH viewer

2010-10-17 Thread Geenz Spad
I could see the new "Shiny" (in reality, they should be called specular highlights) breaking content that relied on the darkening properties of the classic Shiny shader. Which is why I've modified the deferred shiny shader to "darken" the object's diffuse shading depending on the shiny value,

Re: [opensource-dev] Dynamic shadows and ATI

2010-11-18 Thread Geenz Spad
Your best bet is to complain directly to Apple with a repro case. The mesh beta viewer seems to fix the FBO issues on OS X. AFAIK, AMD only writes the hardware drivers for their cards on OS X, Apple handles the OpenGL bits and pieces across both AMD and Nvidia hardware. On Thu, Nov 18, 2010 at

Re: [opensource-dev] Upcoming depth-of-field feature

2010-11-25 Thread Geenz Spad
I wonder how awesome it'll run on top of the already awesome deferred renderer that has really awesome performance on really awesome video cards that have really awesome drivers? Honestly, as nifty as DOF is as far as the "pretty" factor is concerned, right now the deferred renderer needs a few mo

Re: [opensource-dev] macOS 10.14 deprecation of OpenGL, what does this mean for SL?

2018-06-04 Thread Jonathan “Geenz” Goodman
Adorable. Sent from my iPhone > On Jun 5, 2018, at 1:41 AM, Dahlia Trimble wrote: > > I've been hearing of this coming for a couple years. The quoted article seems > to suggest that OpenGL will be around for a while and I can't believe that > Apple will remove an API that so many applications