Re: [opensource-dev] Dynamic shadows and ATI

2010-11-23 Thread Opensource Obscure
 On Tue, 23 Nov 2010 01:38:32 +0100, Altair "Sythos" Memo 
  wrote:
> On Mon, 22 Nov 2010 22:48:21 +0100
> Laurent Bechir  wrote:
>
>
>> Perhaps Linden should put something like "You will have a better
>> experience with Second Life if you choose NVidia graphic card". I
>> know it's quite stupid, but from what I've read there is not a 
>> chance
>> that we get good support for ATI cards and dynamic shadows which is
>> quite disapointing.

 Right. That's what I say to people asking for generic tips about
 new hardware they're going to buy for use with SL.

 Also (if I remember correctly), that's more or less what Torley Linden
 recently wrote somewhere..maybe in the Tips'n'Tricks blog, or in a
 Wiki page: not in the official System Requirements page (I suspect
 some bureaucracy keeps that page from being more flexible & 
 up-to-date).

 Also remember that dynamic shadows still are a totally unsupported,
 unofficial feature with no actual roadmap, so I wouldn't expect any
 specific official recommendation from LL about it.

 Opensource Obscure
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Re: [opensource-dev] Is there supposed to be a login web page for the development viewer? (An SL screenshot, maybe some text, like the regular viewer has)

2010-11-23 Thread Joshua Bell
On Mon, Nov 22, 2010 at 4:58 PM, Chuck Baggett wrote:

> When I log in with the development viewer there is no login web page, just
> a little question mark.  The part at the bottom where you enter your
> username, password, etc. works fine.  Is there supposed to be an SL
> screenshot, maybe some text, like the regular viewer has?
>

This should be working now. Apparently we changed the channel name and/or
page logic at some point and didn't ensure all of the resources were in
place for the "Second Life Development" channel.
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[opensource-dev] More login channels (with missing background images on the login screen) (was: Is there supposed to be a login web page for the development viewer? (An SL screenshot, maybe some text,

2010-11-23 Thread Boroondas Gupte
On 11/23/2010 07:45 PM, Joshua Bell wrote:
> On Mon, Nov 22, 2010 at 4:58 PM, Chuck Baggett
> mailto:chuckbaggett...@gmail.com>> wrote:
>
> When I log in with the development viewer there is no login web
> page, just a little question mark.  The part at the bottom where
> you enter your username, password, etc. works fine.  Is there
> supposed to be an SL screenshot, maybe some text, like the regular
> viewer has?
>
>
> This should be working now. Apparently we changed the channel name
> and/or page logic at some point and didn't ensure all of the resources
> were in place for the "Second Life Development" channel.
Thanks! Looks like more needs to be done, though:

When I build from bitbucket.org/lindenlab/viewer-development, the
resulting viewer tries to access
http://secondlife.com/app/login/?lang=en&channel=*LindenDeveloper*&version=2.5.0%20%280%29&grid=Agni
when loading the login screen.

|VIEWER_CHANNEL| in indra/cmake/Variables.cmake has been changed from
|"Developer"| to |"LindenDeveloper"| in ef7a1b4d86a9

(so quite some while ago).

|"Second Life Development"| is only found in BuildParams

as |snowstorm_viewer-development.viewer_channel| and
|snowstorm_viewer-development.login_channel|. But I guess that is not
used for anything but TeamCity builds.

Maybe the page should display some nice image even for unknown channels?
If not, at least |LindenDeveloper| and maybe also |Developer| should be
added to get some background image, too. And wasn't there once a
|"Community Developer"| channel or similar?|
|

Cheers,
Boroondas



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Re: [opensource-dev] More login channels (with missing background images on the login screen) (was: Is there supposed to be a login web page for the development viewer? (An SL screenshot, maybe some t

2010-11-23 Thread WolfPup Lowenhar
Actually the ‘Community Developer’ channel for open source before Snowstorm 
started was Snowglobe and had a static image if I remember correctly. And now 
even open source that is working on the LL viewer uses the same developer 
channel as LL. I just wish the pick would cycle like it does in the release 
version with the grid status api as well, ‘cause I miss those.

 

From: opensource-dev-boun...@lists.secondlife.com 
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Boroondas 
Gupte
Sent: Tuesday, November 23, 2010 3:22 PM
To: Joshua Bell
Cc: opensource-dev@lists.secondlife.com
Subject: [opensource-dev] More login channels (with missing background images 
on the login screen) (was: Is there supposed to be a login web page for the 
development viewer? (An SL screenshot, maybe some text, like the regular viewer 
has))

 

On 11/23/2010 07:45 PM, Joshua Bell wrote: 

On Mon, Nov 22, 2010 at 4:58 PM, Chuck Baggett  
wrote:

When I log in with the development viewer there is no login web page, just a 
little question mark.  The part at the bottom where you enter your username, 
password, etc. works fine.  Is there supposed to be an SL screenshot, maybe 
some text, like the regular viewer has?

 

This should be working now. Apparently we changed the channel name and/or page 
logic at some point and didn't ensure all of the resources were in place for 
the "Second Life Development" channel.

Thanks! Looks like more needs to be done, though:

When I build from bitbucket.org/lindenlab/viewer-development, the resulting 
viewer tries to access http://secondlife.com/app/login/?lang=en 
 
&channel=LindenDeveloper&version=2.5.0%20%280%29&grid=Agni when loading the 
login screen.

VIEWER_CHANNEL in indra/cmake/Variables.cmake has been changed from "Developer" 
to "LindenDeveloper" in ef7a1b4d86a9 

  (so quite some while ago).

"Second Life Development" is only found in  

 BuildParams as snowstorm_viewer-development.viewer_channel and 
snowstorm_viewer-development.login_channel. But I guess that is not used for 
anything but TeamCity builds.

Maybe the page should display some nice image even for unknown channels? If 
not, at least LindenDeveloper and maybe also Developer should be added to get 
some background image, too. And wasn't there once a "Community Developer" 
channel or similar?

Cheers,
Boroondas

  _  

No virus found in this message.
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Re: [opensource-dev] More login channels (with missing background images on the login screen) (was: Is there supposed to be a login web page for the development viewer? (An SL screenshot, maybe some t

2010-11-23 Thread Joshua Bell
On Tue, Nov 23, 2010 at 12:21 PM, Boroondas Gupte <
slli...@boroon.dasgupta.ch> wrote:

> Thanks! Looks like more needs to be done, though:
>
> When I build from bitbucket.org/lindenlab/viewer-development, the
> resulting viewer tries to access
> http://secondlife.com/app/login/?lang=en&channel=*LindenDeveloper*
> &version=2.5.0%20%280%29&grid=Agni when loading the login screen.
>
> Ah, thanks. I did just plunk in the first channel name I found that looked
right. I plopped an image in for LindenDeveloper as well.

> Maybe the page should display some nice image even for unknown channels?
>
That's the right thing to do... but the whole login screen pipeline (front
end and back end) is a bit grotesque at the moment and could use redoing, so
it should wait for a comprehensive overhaul. Linden should be providing
images for any source code or viewer we release, and TPVs typically use
their own page anyway, so I'm content to just copy/paste the images for now
so it's not so ugly.

> If not, at least LindenDeveloper and maybe also Developer should be added
> to get some background image, too. And wasn't there once a "Community
> Developer" channel or similar?
>
Are those actually in use somewhere? If so I can de-uglify them.

Joshua
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[opensource-dev] Development snapshots now 2.5?

2010-11-23 Thread Trilo Byte
I notice the version change in the latest snapshot.  I sincerely hope that 
means that a 2.4 beta hasn't been committed to before Name Tags has been fixed 
and tested.  Shipping a beta/release (that is, putting it on the downloads page 
for all residents to easily see/use) with known major & showstopper regressions 
does more harm than good as far as image and PR...

TriloByte Zanzibar
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Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update

2010-11-23 Thread Philippe (Merov) Bossut
Hi,

On Mon, Nov 22, 2010 at 10:03 PM, Philippe (Merov) Bossut <
me...@lindenlab.com> wrote:

> Zha, I noticed that myself when building locally. I've been scratching my
> head most of the afternoon as to why windows seems to be dynamically linked
> instead of statically linked. It's the same cmake for all platforms... Well,
> I clearly did something wrong in that case. Working on it...
>

I worked on that today and got it working locally on my Windows machine. The
Team City build went through and it's there:
http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-features/rev/215468/index.html

I couldn't test Windows or Linux but if someone could give those a spin,
that'd be swell.

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

2010-11-23 Thread Marc Adored
Works for me :D Same result very speedy decoding imo! Ubuntu 64bit

On Wed, Nov 24, 2010 at 1:15 AM, Philippe (Merov) Bossut
 wrote:
> Hi,
>
> On Mon, Nov 22, 2010 at 10:03 PM, Philippe (Merov) Bossut
>  wrote:
>>
>> Zha, I noticed that myself when building locally. I've been scratching my
>> head most of the afternoon as to why windows seems to be dynamically linked
>> instead of statically linked. It's the same cmake for all platforms... Well,
>> I clearly did something wrong in that case. Working on it...
>
> I worked on that today and got it working locally on my Windows machine. The
> Team City build went through and it's there:
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-features/rev/215468/index.html
>
> I couldn't test Windows or Linux but if someone could give those a spin,
> that'd be swell.
>
> Cheers,
> - Merov
>
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Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update

2010-11-23 Thread Tateru Nino



On 24/11/2010 5:15 PM, Philippe (Merov) Bossut wrote:

Hi,

On Mon, Nov 22, 2010 at 10:03 PM, Philippe (Merov) Bossut 
mailto:me...@lindenlab.com>> wrote:


Zha, I noticed that myself when building locally. I've been
scratching my head most of the afternoon as to why windows seems
to be dynamically linked instead of statically linked. It's the
same cmake for all platforms... Well, I clearly did something
wrong in that case. Working on it...


I worked on that today and got it working locally on my Windows 
machine. The Team City build went through and it's there:
http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-features/rev/215468/index.html 



I couldn't test Windows or Linux but if someone could give those a 
spin, that'd be swell.
A quick run through with ia32 WinXP doesn't immediately reveal any major 
failures - other than all the problems that the post-2.0 builds are 
already having with shared media.


--
Tateru Nino
http://dwellonit.taterunino.net/

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

2010-11-23 Thread Trilo Byte
Runs great on Mac Pro with nVidia GTX285 running OSX 10.6.  Texture loading 
in-world seems improved from the last KDU build/test, and loading textures and 
images from inventory seems significantly faster (not sure if that's due to 
changes in the code on your end or just that the asset server's being more 
cooperative this evening).

It's still worth pointing out that Name Tags, which have been broken in 
Snowstorm development since build 215139, are working here.  If it's possible 
to grab the bits that are working in this build and bring that back over to 
development so it could get fixed before a 2.4 beta ships, that would be 
phenomenal.

Cheers

Trilo

On Nov 23, 2010, at 10:15 PM, Philippe (Merov) Bossut wrote:

> Hi,
> 
> On Mon, Nov 22, 2010 at 10:03 PM, Philippe (Merov) Bossut 
>  wrote:
> Zha, I noticed that myself when building locally. I've been scratching my 
> head most of the afternoon as to why windows seems to be dynamically linked 
> instead of statically linked. It's the same cmake for all platforms... Well, 
> I clearly did something wrong in that case. Working on it...
> 
> I worked on that today and got it working locally on my Windows machine. The 
> Team City build went through and it's there:
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-features/rev/215468/index.html
>  
> 
> I couldn't test Windows or Linux but if someone could give those a spin, 
> that'd be swell.
> 
> Cheers,
> - Merov
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Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update

2010-11-23 Thread Zha Ewry
And that runs, and seems to run fast on my box, even turning shadows on.
That's again on Windows XP, SP3.

~ Zha

On Wed, Nov 24, 2010 at 1:15 AM, Philippe (Merov) Bossut <
me...@lindenlab.com> wrote:

> Hi,
>
> On Mon, Nov 22, 2010 at 10:03 PM, Philippe (Merov) Bossut <
> me...@lindenlab.com> wrote:
>
>> Zha, I noticed that myself when building locally. I've been scratching my
>> head most of the afternoon as to why windows seems to be dynamically linked
>> instead of statically linked. It's the same cmake for all platforms... Well,
>> I clearly did something wrong in that case. Working on it...
>>
>
> I worked on that today and got it working locally on my Windows machine.
> The Team City build went through and it's there:
>
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-features/rev/215468/index.html
>
> I couldn't test Windows or Linux but if someone could give those a spin,
> that'd be swell.
>
> Cheers,
> - Merov
>
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Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update

2010-11-23 Thread Patnad Babii
Works fine on Windows 7 64 bits.

From: Philippe (Merov) Bossut 
Sent: Wednesday, November 24, 2010 1:15 AM
To: opensource-dev List 
Subject: Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update

Hi,


On Mon, Nov 22, 2010 at 10:03 PM, Philippe (Merov) Bossut  
wrote:

  Zha, I noticed that myself when building locally. I've been scratching my 
head most of the afternoon as to why windows seems to be dynamically linked 
instead of statically linked. It's the same cmake for all platforms... Well, I 
clearly did something wrong in that case. Working on it...


I worked on that today and got it working locally on my Windows machine. The 
Team City build went through and it's there:
http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-features/rev/215468/index.html
 

I couldn't test Windows or Linux but if someone could give those a spin, that'd 
be swell.

Cheers,
- Merov




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