Re: [opensource-dev] SL Browsification

2010-11-18 Thread Argent
On Wed, Nov 17, 2010 at 8:35 PM, Daniel Smith  wrote:
> On Wed, Nov 17, 2010 at 6:29 PM,  wrote:
>> the mail below is a copy of a msg i got from SL this afternoon.  Is it
>> some kinda sign that the viewer is in danger of going extinct?

> No, it would just be yet another way to get to the same experience.

Not even that much. The browser viewer is cloud rendered and so even
if it wasn't seriously limited (and it is) it would require dedicating
a fairly high end cloud server instance (with CPU and GPU) to EACH
logged in user. That might eventually be plausible, but right now it'd
be like taking on the cost of about 10 additional grids with no
additional income.
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Re: [opensource-dev] SL Browsification

2010-11-18 Thread Opensource Obscure
 On Thu, 18 Nov 2010 03:59:24 -0600, Argent  
 wrote:
> On Wed, Nov 17, 2010 at 8:35 PM, Daniel Smith  
> wrote:
>> On Wed, Nov 17, 2010 at 6:29 PM,  wrote:
>>> the mail below is a copy of a msg i got from SL this afternoon.  Is 
>>> it
>>> some kinda sign that the viewer is in danger of going extinct?
>
>> No, it would just be yet another way to get to the same experience.
>
> Not even that much. The browser viewer is cloud rendered and so even
> if it wasn't seriously limited (and it is) it would require 
> dedicating
> a fairly high end cloud server instance (with CPU and GPU) to EACH
> logged in user. That might eventually be plausible, but right now 
> it'd
> be like taking on the cost of about 10 additional grids with no
> additional income.

 this is interesting - what exactly is your estimation based upon?

 opensource obscure
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Re: [opensource-dev] SL Browsification

2010-11-18 Thread Stickman
>  this is interesting - what exactly is your estimation based upon?

I love estimating! :D Let me try.

Conventional experience tells me that the SL viewer resource usage
consumes one CPU core and one GPU. It's possible that some specialty
client could be used on an "industrial strength" CUDA GPU, allowing
for a single single computer to run multiple clients.

Assuming a lack of specialized GPU, requiring one viewer to run on one
server, and a client base of 90,000 simultaneous users, that's 90,000
servers that would be required. (I've forgotten what the current
maximum simultaneous user count is, forgive me.)

Assuming a specialized GPU which unlocks the need of a dedicated GPU
for a single client, we consider the CPU limitation. A single CPU core
for a single Second Life instance would allow four users on a Class 5
machine, and eight users on a Class 7 machine, assuming LL is using
the same type of servers they do for sims.

This would mean to support a userbase of 90,000 simultaneous users
with the "Second Life in a browser" LL would require at least 10,000
machines.

I don't have island counts handy, but if memory serves there are
somewhere around 30,000 islands, 15,000 of which are Homesteads. Since
there are four full sims per Class 5 machine (eight per Class 7) and
16 Homesteads per Class 5 machine (32 per Class 7), then that puts the
"maximum and minimum" count of LL server farm at (3750 + 938) 4688
servers maximum and (1875 + 469) 2343 minimum.

By my math, that's 38.4x, 19.2x for one viewer to one server, and
4.2x, and 2.1x for one viewer to one CPU core. Two of those values are
above the 10x estimate, two of them are below it. All of them are at
least twice the size of the current grid.

Feel free to do your own math -- a margin between 2.1 to 38.4 is a
huge margin of error. And I may be doing things totally wrong here.

Stickman
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Re: [opensource-dev] SL Browsification

2010-11-18 Thread Garmin Kawaguichi
wrog?? :)))

Note that one server can accept up to 40 avatars

and the avatars on a browser have reduced functionnalities eg no build

GCI

- Original Message - 
From: "Stickman" 
[...] then that puts the "maximum and minimum" count of LL server farm at 
(3750 + 938) 4688 servers maximum and (1875 + 469) 2343 minimum.

[...]  And I may be doing things totally wrong here.

Stickman

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Re: [opensource-dev] SL Browsification

2010-11-18 Thread Dmitriy Kazimirov
Even if does not support build - it should render.and that's most
expensive feature.
But may be LL wants to make cloud rendering Premium-only feature?
This will make Premium more important

2010/11/18 Garmin Kawaguichi :
> wrog?? :)))
>
> Note that one server can accept up to 40 avatars
>
> and the avatars on a browser have reduced functionnalities eg no build
>
> GCI
>
> - Original Message -
> From: "Stickman" 
> [...] then that puts the "maximum and minimum" count of LL server farm at
> (3750 + 938) 4688 servers maximum and (1875 + 469) 2343 minimum.
>
> [...]  And I may be doing things totally wrong here.
>
> Stickman
>
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-- 
--
Best Regards,
Dmitriy Kazimirov,
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Re: [opensource-dev] SL Browsification

2010-11-18 Thread Opensource Obscure
 On Thu, 18 Nov 2010 02:58:51 -0800, Stickman  
 wrote:
>>  this is interesting - what exactly is your estimation based upon?
>
> I love estimating! :D Let me try.

 :) thanks!


 Also, I just found this today's news, and it seems in topic:

 New EC2 Instance Type - The Cluster GPU Instance
 
http://aws.typepad.com/aws/2010/11/new-ec2-instance-type-the-cluster-gpu-instance.html


 Opensource Obscure
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Re: [opensource-dev] SL Browsification

2010-11-18 Thread Garmin Kawaguichi
Featuring avatars with limited activities, Intel had this result:

http://www.open-simulator.com/2010/06/21/sciencesim-demos-1000-avatars-on-a-sim/

GCI

- Original Message - 
From: "Dmitriy Kazimirov" 
To: 
Sent: Thursday, November 18, 2010 2:32 PM
Subject: Re: [opensource-dev] SL Browsification


Even if does not support build - it should render.and that's most
expensive feature.

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Re: [opensource-dev] Dynamic shadows and ATI

2010-11-18 Thread Laurent Bechir



Dave Booth a écrit :

On 11/13/2010 06:04, Laurent Bechir wrote:

Is it a hardware problem of ATI or just a software problem that can be
solved by SL developers ?


ATIs drivers have bugs - ATI + OpenGL FBOs = crash or render artifacts
or both.



Who is responsible in that case ? Apple or ATI/AMD ? Because if there is 
no solution for this problem, Mac computers will not have dynamic 
shadows before a long time since they are all shipped with ATI cards. So 
I'd like to try to contact the support of the one in charge and see if 
something can be done.



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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 10:01 AM, Laurent Bechir  wrote:

>
>
> Dave Booth a écrit :
>
> On 11/13/2010 06:04, Laurent Bechir wrote:
>
>  Is it a hardware problem of ATI or just a software problem that can be
> solved by SL developers ?
>
>  ATIs drivers have bugs - ATI + OpenGL FBOs = crash or render artifacts
> or both.
>
>
>
> Who is responsible in that case ? Apple or ATI/AMD ? Because if there is no
> solution for this problem, Mac computers will not have dynamic shadows
> before a long time since they are all shipped with ATI cards. So I'd like to
> try to contact the support of the one in charge and see if something can be
> done.
>
>
>
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Re: [opensource-dev] SL Browserification

2010-11-18 Thread Daniel
Your assumption is where the calculation goes off.  AMD is releasing a 
"Fusion" E-350 chip which puts the
CPU and GPU on the same chip, and which uses low power (18W), so you can 
put a bunch of them
in a server box:

http://www.tomshardware.com/reviews/amd-fusion-brazos-zacate,2786-4.html

Early performance tests on games shows each chip is powerful enough to 
run an instance of SL.
Assuming you store all the assets for a number of sims locally on the 
server, they
should run pretty fast, without needing to fetch and decode.

A room full of servers still isn't free though, and the company hosting 
this beta charges $0.02
per user-hour.  That is a manageable cost even if fully passed on to 
residents and they use SL
a lot.  10 hours a day would come to $6 a month.

-ORIGINAL MESSAGE--

Message: 9
Date: Thu, 18 Nov 2010 02:58:51 -0800
From: Stickman
Subject: Re: [opensource-dev] SL Browsification

Conventional experience tells me that the SL viewer resource usage
consumes one CPU core and one GPU...

Assuming a lack of specialized GPU ...


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Re: [opensource-dev] SL Browserification

2010-11-18 Thread Tateru Nino
Actually, (given certain basic equivalencies, which are a bit too 
detailed to go into right now) you can run a decent render on ~0.25GPU 
cores per CPU core assuming you're sharing the GPU core across multiple 
viewer render pipelines, as opposed to heterogenous render threads. So, 
for a sufficiently beefy CPU quad-core, you really only need a single 
GPU to handle four or five viewers with quite good render settings.

If you do it right, that is. Of course, throw enough money at it and all 
sorts of problems go away. Oh, but four clients at Skylight data-rates 
will chew 1.2Mbits/sec, but you can do the same math there on the backs 
of your own envelopes.

Ultimately, this isn't anything to do with the open-source viewer is it? 
Or did I miss something that links the two?

On 19/11/2010 4:16 AM, Daniel wrote:
> Your assumption is where the calculation goes off.  AMD is releasing a
> "Fusion" E-350 chip which puts the
> CPU and GPU on the same chip, and which uses low power (18W), so you can
> put a bunch of them
> in a server box:
>
> http://www.tomshardware.com/reviews/amd-fusion-brazos-zacate,2786-4.html
>
> Early performance tests on games shows each chip is powerful enough to
> run an instance of SL.
> Assuming you store all the assets for a number of sims locally on the
> server, they
> should run pretty fast, without needing to fetch and decode.
>
> A room full of servers still isn't free though, and the company hosting
> this beta charges $0.02
> per user-hour.  That is a manageable cost even if fully passed on to
> residents and they use SL
> a lot.  10 hours a day would come to $6 a month.
>
> -ORIGINAL MESSAGE--
>
> Message: 9
> Date: Thu, 18 Nov 2010 02:58:51 -0800
> From: Stickman
> Subject: Re: [opensource-dev] SL Browsification
>
> Conventional experience tells me that the SL viewer resource usage
> consumes one CPU core and one GPU...
>
> Assuming a lack of specialized GPU ...
>
>
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-- 
Tateru Nino
http://dwellonit.taterunino.net/

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[opensource-dev] Daily Scrum Summary - Wednesday, November 17

2010-11-18 Thread Anya Kanevsky
This one fell through the cracks. Sorry!


*Wednesday, November 17, 2010*

*General Notes*



   - Merge Monkey of the Day: Oz
   - personal productivity in GH: use the Assigned To Me context.

*Team Status*


*Merov Linden*


*PAST*

   - Sprint planning
   - OH
   - STORM-146: kdu-autobuild: Debugged scripts for Mac to work off TC (task
   complete), completed first draft for Windows and Linux, some packaging bugs
   on Windows, Build issue on Linux.
   - STORM-628: Integration task from ER team. Test built, test and
   integration done.

*FUTURE*

   - STORM-146: kdu-autobuild: Clean up Windows packaging, fix Linux build
   script.
   - STORM-151: kdu static link: Continue upgrading to v6.4. Will work on
   compression if time allows.

*IMPEDIMENTS*

   - None

*Oz Linden*


*PAST*

   - Installed updated jira helper here (thank you, Moon Metty).
   - Changed Snowstorm calendar dates for longer sprint
   - Merge Monkeying Around (STORM-627)
   - Set up TeamCity build for Jonathan Yap (STORM-138)
   - Code Review System (STORM-606)
  - Created system on EC2 (STORM-618), installing software

*FUTURE*

   - Continue with setting up Code Review system
   - Merge Monkeying
   - Look at my recent crash logs
   - Office Hour

*IMPEDIMENTS*

   - none

*Q Linden*


*Esbee Linden*


*PAST*

   - [STORM-174] Emailed Kelly to find out if we still need an explicit
   checkbox to compile scripts in Mono. Kelly's out on paternity leave, Merov
   is going to ask around.
   - [STORM-316] Added more information to ticket with screenshot of new
   Inventory options menu and clarification of functionality. I think we should
   now implement this and test it out. Then we'll need to sort out the debug
   settings as well.
   - [STORM-535] Transparency
  - Suggest a default transparency. (The prefs are removed in the latest
  dev build, I need to see them again in order to suggest the defaults)
  - Identify elements where transparency is not being applied.
 - PE was going to do this. Has it been done?
   - Prep for Sprint 8
   - VWR Triage
   - Prioritization of tickets for Snowstorm Team
   - STORM-584

*FUTURE*

   - [STORM-320] Ask Q for input on tab indenting bug
   - [STORM-560] Need to respond to questions from Andrew
   - [STORM-584] Provide feedback on bubble chat color/opacity settings
   - [STORM-535] Identify which parts of the UI are not yet adhering to new
   transparency settings
   - [STORM-537] Update keyboard shortcuts spec
   - [STORM-539] Finish initial draft of prim alignment tool design doc
   - Follow-ups on STORM-174, 316
   - Sprint 8 planning meeting
   - VWR Triage
   - Prioritization of tickets for Snowstorm Team

*IMPEDIMENTS*

   - none

*Paul ProductEngine*


*PAST*

   - TASK STORM-544 (Create preference to allow transparency to be
   modified.)
  - Fixed and pushed to the bitbucket
   - TASK STORM-586 (Layout cleanup in the Setup tab of Preferences)
  - Reassigned to Plan with a question
   - TASK STORM-593 (Make transparent texteditor and lineeditor)
  - WIP. This task is a particular case for a problem when some control
  inside transparent floater doesn't became with all its childern
transparent
  too. Investigating. Difficult to give estimate.

*FUTURE*

   - TASK STORM-593 (Make transparent texteditor and lineeditor)

*IMPEDIMENTS*

   - none

*Seth Productengine*


*PAST*

   - BUG (STORM-581) IM toasts don't respect font color preferences for Chat
  - Closed as Won't Finish after discussing with Plan.
   - TASK (STORM-584) Fix color and opacity setting for Bubble Chat
  - WIP. Investigating bubble chat rendering. Fixed color setting to
  behave similar to 1.23 but as suggested in jira but still waiting for
  confirmation from Esbee.
   - BUG (STORM-316) Debug: Inventory.Folders by Name/Sort by Date/Sort by
   Name/System Folders to Top Do not apply and settings changes do not persist
   after relogging.
  - WIP. Added "System folders on top" setting. Investigating why
  settings don't persist across viewer sessions.

*FUTURE*

   - BUG (STORM-316) Debug: Inventory.Folders by Name/Sort by Date/Sort by
   Name/System Folders to Top Do not apply and settings changes do not persist
   after relogging.

*IMPEDIMENTS*

   - none

*Andrew Productengine*


*PAST*

   - Reviewed Paul's tickets.
   - Major task STORM-576 (Add a Preference to allow users to enable
   double-click to teleport or use auto-pilot).
  - Fixed, but will test it in the morning before putting on review.

*FUTURE*

   - Reopened normal task STORM-582 (Take movement and camera control
   preferences from Advanced and move them to the new Move & View tab)
  - Estimate - 15 minutes.
   - Work on preferences will take 2-3 hours more so I need new issues to
   work on.

*IMPEDIMENTS*

   - No answer from Esbee regarding critical task STORM-560 (Add

Preference that allows users to select default behavior when pressing letter
keys).

*Vadim Producten

[opensource-dev] Daily Scrum Summary - Thursday, November 18

2010-11-18 Thread Anya Kanevsky
*Thursday, November 18, 2010*

*General Notes*



   - Merge Monkey of the Day: Oz
   - Q is OOO this morning

*Team Status*


*Merov Linden*


*PAST*

   - STORM-146: kdu-autobuild: Fixed Windows packaging issues. Fixed Linux
   build issues. All platforms covered! W00t!! Uploaded results to a spot
   install.py can download from.
   - STORM-151: kdu static link: Updated install.xml with new libs, local
   Mac tests only so far.

*FUTURE*

   - STORM-146: kdu-autobuild: I also need to build linux 64 bits. Will do
   that today.
   - STORM-151: kdu static link: Do test build for Windows and Linux 32.
   Will work on compression if time allows.

*IMPEDIMENTS*

   - None

*Oz Linden*


*PAST*

   - Merge Monkeying Around (STORM-627)
   - Office Hour
   - Code Review System (STORM-606)
  - Installed components, configuring
   - Looked at my recent crash logs

*FUTURE*

   - Look more at crash logs
   - Assorted administrative activities
   - Continue with setting up Code Review system
   - Merge Monkeying

*IMPEDIMENTS*

   - none

*Q Linden*



   - OOO

*Esbee Linden*


*PAST*

   - Office hour and meetings
   - Review
   - [STORM-560] Provided more feedback to Andrew from PE about Mouselook
   and chat focus implementation.
   - [STORM-535] Asked for clarification around next steps on this task
   - Updated various other tickets
   - VWR Triage
   - Ticket prioritization

*FUTURE*

   - Work on internal reporting documents
   - [STORM-537] Update and publish (publicly) the keyboard shortcut doc
   - [STORM-539] Finish draft of prim alignment tool design
   - [STORM-34] Create quick design doc
   - VWR Triage
   - Ticket prioritization
   - Backlog cleanup

*IMPEDIMENTS*

   - none

*Paul ProductEngine*


*PAST*

   - TASK STORM-593 (Make transparent texteditor and lineeditor)
  - WIP. Within this task i try to fix the whole problem when some
  floaters are transparent, some partially transparent. Found out when it's
  happens. Tomorrow will search for the solution. Estimate ~16 hours.

*FUTURE*

   - TASK STORM-593 (Make transparent texteditor and lineeditor)

*IMPEDIMENTS*

   - none

*Seth Productengine*


*PAST*

   - TASK (STORM-584) Fix color and opacity setting for Bubble Chat
  - WIP. Investigating implementation variant suggested in jira. Asked
  one more question to Esbee.
   - BUG (STORM-316) Debug: Inventory.Folders by Name/Sort by Date/Sort by
   Name/System Folders to Top Do not apply and settings changes do not persist
   after relogging.
  - Fixed. Sent for review.

*FUTURE*
- BUG (STORM-189) [TRUNCATION] many langs - select build tools dialog

- Estimated: 6 hours.

*IMPEDIMENTS*

   - TASK (STORM-584) Fix color and opacity setting for Bubble Chat

Asked one more question in jira, waiting for final confirmation from Esbee.

*Andrew Productengine*


*PAST*

   - Major task STORM-576 (Add a Preference to allow users to enable
   double-click to teleport or use auto-pilot).
  - Tested, found flaws in fix and changed implementation. Discussed
  with Vadim. Will add comments in code and put on bitbucket in
the morning.
   - Reopened normal task STORM-582 (Take movement and camera control
   preferences from Advanced and move them to the new Move & View tab)
  - Fixed and put on review.
   - Critical task STORM-560 (Add Preference that allows users to select
   default behavior when pressing letter keys).
  - Had a lengthy discussion with Vadim. Words weren't enough to finish
  it :)) So we applied my fix patches to viewer, and decided which
one to use.
  Will finish the chosen one tomorrow. Estimate- 5 hours.

*FUTURE*

   - Critical task STORM-560 (Add Preference that allows users to select
   default behavior when pressing letter keys).

*IMPEDIMENTS*

   - Something new from sprint 8 or bug-queue.

*Vadim Productengine*


*PAST*

   - Story STORM-40 (Enable texture selector to scroll down to existing
   texture when opening):
  - Investigated. Not sure what the problem is. Asked in the ticket.
   - Bug STORM-622 (Texture picker screws up when multiple textures are
   opened):
  - In progress.
   - Discussed recent color changes in nearby chat history/toasts with
   Andrey.
   - Code review.

*FUTURE*

   - Complete work on STORM-622. ETA: 4-5h.
   - Pick something from the v-d bug queue.

*IMPEDIMENTS*

   - Need an answer in STORM-40.
   - Unclear what new stories we can take from sprint 8 (that don't require
   design work first).

*Andrey Productengine*


*Jonathan Yap*


*PAST*

   - Tested STORM-138 (llTextBox support) and wrote a few jira comments.
   - Sent email to Esbee about VWR-23871 (menu adjustment for Neaby Voice).
   - Implemented and tested STORM-616 (Me/Movement menu).
   - Started to collect translations of "Movement" into other languages from
   native speakers.

*FUTURE*

   - Implement STORM-616 for foreign languages?

*IMPEDIMENTS*

   - Need feedback on foreign language policy.
  - Are xml files to be c

Re: [opensource-dev] Dynamic shadows and ATI

2010-11-18 Thread Laurent Bechir


Geenz Spad a écrit :
> 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.

Done. I've tried to be the clearest I could, but If you think something 
should be explained better, tell me. Perhaps I can fix that from my 
Apple account. In fact, it's my first bug report with Apple :)


Problem ID: 8685718

Bug with ATI driver and OpenGL Frame Buffer Object (FBO)

19-Nov-2010 12:57 AM laurent Rathle:
Summary:

When I try to use Dynamic shadows in Second Life, the best I can get is 
strange artefacts on my screen  and even sometimes not only the viewer 
crashes, but my Mac Pro can freeze to obliging me to force stop it.

Steps to Reproduce:

Download Second Life viewer : http://wiki.secondlife.com/wiki/Mesh
Click Cmd+Shift+G and choose Agni in the list
Connect your avatar
In the settings (Cmd+P) choose Graphics tab and check the box in front 
of "Lightings and shadows"

Expected Results:

You should have dynamic shadows, which means shadows following the 
movements of the avatar, and changing during the day.

Actual Results:

Sometimes you get strange artefacts on the screen. Sometimes the viewer 
crashes. Some time it's the computer which freeze.

Regression:

Notes:

Dynamic shadows work perfectly well using Nvidia cards. The problem only 
occurs with ATI driver. This problem stops the mac community of Second 
Life to enjoy the best of this environment.
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Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update

2010-11-18 Thread Philippe (Merov) Bossut
Hi,

On Sat, Nov 13, 2010 at 3:52 AM, Oz Linden (Scott Lawrence) <
o...@lindenlab.com> wrote:

> On 2010-11-12 20:35, Philippe (Merov) Bossut wrote:
> That's great work, Merov.   I know that it's still early, but does that
> seem to actually result in a subjective performance difference?
>

I does to me, especially when relogging on a previously visited region (so
the cache is used). I might be partial though (looking at it with the
knowledge it should be faster) and it'd be good to get others to give a
build spin...

...which I'm happy to announce is available today for Windows and Mac:
-
http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-features/rev/215096/index.html

The Linux build is broken and I need to work on this tomorrow.

Notes:
- the compression is not implemented so you'll get an error if you try to
upload an image (texture or snapshot)
- I tested the Mac, I haven't tried Windows *at all*
- Use at your own risk!

Cheers,
- Merov
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Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update

2010-11-18 Thread Katharine Berry
> ...which I'm happy to announce is available today for Windows and Mac:
> - 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-features/rev/215096/index.html
> 
> The Linux build is broken and I need to work on this tomorrow.
> 
> Notes:
> - the compression is not implemented so you'll get an error if you try to 
> upload an image (texture or snapshot)
> - I tested the Mac, I haven't tried Windows *at all*
> - Use at your own risk!


I don't suppose you have a copy of the library installed locally?

(Or I could be doing it wrong, I suppose.)

Dyld Error Message:
  Library not loaded: /usr/local/lib/libkdu_v64R.dylib
  Referenced from: /Applications/Second Life 
Developer.app/Contents/MacOS/Second Life
  Reason: image not found

– Katharine___
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Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update

2010-11-18 Thread Philippe (Merov) Bossut
Hi,

On Thu, Nov 18, 2010 at 10:04 PM, Katharine Berry <
kathar...@katharineberry.co.uk> wrote:

>
> I don't suppose you have a copy of the library installed locally?
>
> (Or I could be doing it wrong, I suppose.)
>
> Dyld Error Message:
>   Library not loaded: /usr/local/lib/libkdu_v64R.dylib
>   Referenced from: /Applications/Second Life
> Developer.app/Contents/MacOS/Second Life
>   Reason: image not found
>

Aaaagh... I clearly did something wrong building that static lib for Mac.
Well, the importance of feedback on dev builds...

Thanks for the near instant answer Katharine. I'll be working on this quite
clearly.

Cheers,
- Merov
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