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

2012-03-25 Thread Tofu Buzzard

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I'd like to see the mis-named handleReleaseLUTBufferChanged be called 
handleLUTBufferChanged, and ideally I'd like some comment (probably in the LUT 
creation) about why the results of lookups should be multiplied by 4 (to avoid 
saturation in the LUT?).
Otherwise, I reckon this is great.

- Tofu Buzzard


On March 21, 2012, 1:01 p.m., Geenz Spad wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/565/
> ---
> 
> (Updated March 21, 2012, 1:01 p.m.)
> 
> 
> Review request for Viewer.
> 
> 
> Description
> ---
> 
> For a while now, Second Life's deferred renderer has had a somewhat "toonish" 
> looking specular model, as opposed to other platforms which try to go for 
> more physically accurate looking models, such as blinn-phong and similar.
> 
> This feature changes the specular model to a technique called normalized 
> blinn-phong. The specular model applies the usual blinn-phong term (assume 
> NdotV to the power of n), multiplied by a normalization function of:
> ((n + 2) * (n + 4)) / (8 * PI * (powf(2, -n/2) + n))
> Where n is the specular exponent.
> 
> Gamma correction is also applied to the result to bring the visual results 
> 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.com/browse/STORM-1823
> 
> 
> Diffs
> -
> 
>   doc/contributions.txt b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/settings.xml 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/llviewercontrol.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/pipeline.h b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/pipeline.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
> 
> Diff: http://codereview.secondlife.com/r/565/diff/diff
> 
> 
> Testing
> ---
> 
> * Tested performance characteristics - both Normalized Blinn-Phong and the 
> previous model seem to have the same performance
> * Checked the perceived "brightness" of the new highlights vs. the old ones - 
> new ones seem much brighter at higher shiny values than the old ones, and 
> seem much less "cartoonish" as such
> * Checked the impact on different bumpiness values at the test rig at Hippo 
> Hollow - noticeable visual improvement across all objects (though low shiny 
> seems to have a much more subtle light reflectance term - this is expected 
> for normalized blinn-phong)
> * Tested different LUT resolutions - best looking seems to be 512x128 with 
> seemingly no measurable decrease in performance
> 
> You can find the latest build here: 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-8/rev/251711/index.html
> 
> 
> Thanks,
> 
> Geenz Spad
> 
>

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Re: [opensource-dev] Review Request: STORM-1818: Fix for viewer crash when entering chars other than [a-z0-9-_. ] into the grid-selection combo.

2012-03-25 Thread Tofu Buzzard

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Thanks for looking at this issue, MartinRJ.
The only thing that give me pause for thought is - if the crash is coming from 
an uncaught exception, the 'right' thing to do seems to be to catch the 
exception and show the notification you've created then, aborting the login.  
Any clear reason why this isn't the approach?  Does pre-validation give a 
better user experience?
Cheers.


- Tofu Buzzard


On March 24, 2012, 5:33 a.m., MartinRJ Fayray wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/563/
> ---
> 
> (Updated March 24, 2012, 5:33 a.m.)
> 
> 
> Review request for Viewer.
> 
> 
> Description
> ---
> 
> FIX FOR STORM-1818 (https://jira.secondlife.com/browse/storm-1818) "Abnormal 
> program termination when I enter an URL to the grid selection combobox 
> (login-screen) and press enter."
> 
> Repository with fix: https://bitbucket.org/MartinRJ/storm-1818/
> 
> About:
> When entering a malformed grid dns address, the viewer needs to catch the 
> malformed address. Currently it throws an error in a subroutine of the 
> grid-address-handling (llviewernetwork.cpp, function 'addGrid') and crashes 
> without warning due to a thrown error ("throw LLInvalidGridName(grid);").
> 
> This fix adds code to:
> notifications.xml (a warning message text/notification: "IllegalGridName"),
> llviewernetwork.h (a function which checks whether a given grid exists, by 
> name (string): bool getGridExists),
> llpanellogin.cpp (an include for llviewernetwork.h, and a check against an 
> invalid grid dns address in function onSelectServer).
> 
> Todo: Maybe edit the notification message, and update the language files.
> 
> 
> This addresses bug STORM-1818.
> http://jira.secondlife.com/browse/STORM-1818
> 
> 
> Diffs
> -
> 
>   indra/newview/llpanellogin.cpp acfb0781d850 
>   indra/newview/llviewernetwork.h acfb0781d850 
>   indra/newview/skins/default/xui/en/notifications.xml acfb0781d850 
> 
> Diff: http://codereview.secondlife.com/r/563/diff/diff
> 
> 
> Testing
> ---
> 
> Test plan: Insert a malformed grid dns address (e.g. 
> http://grid.francogrid.org:8002 which works with some TPVs) into the grid 
> selection combo on the login screen.
> Expected behaviour: a popup shows up, informing about the malformed address, 
> and the grid selection combo swaps back to the default grid (Agni).
> 
> 
> Thanks,
> 
> MartinRJ Fayray
> 
>

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Re: [opensource-dev] Review Request: STORM-1818: Fix for viewer crash when entering chars other than [a-z0-9-_. ] into the grid-selection combo.

2012-03-25 Thread MartinRJ Fayray


> On March 25, 2012, 3:13 a.m., Tofu Buzzard wrote:
> > Thanks for looking at this issue, MartinRJ.
> > The only thing that give me pause for thought is - if the crash is coming 
> > from an uncaught exception, the 'right' thing to do seems to be to catch 
> > the exception and show the notification you've created then, aborting the 
> > login.  Any clear reason why this isn't the approach?  Does pre-validation 
> > give a better user experience?
> > Cheers.
> >

@Tofu: you want to remove the un-supported input string from the combo-box and 
have a valid grid selected instead.
Otherwise, if you'd do what you've mentioned what would be the 'right' thing, 
and only catch the exception, if the user presses Login after that notification 
he'd get the next error.


- MartinRJ


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On March 24, 2012, 5:33 a.m., MartinRJ Fayray wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/563/
> ---
> 
> (Updated March 24, 2012, 5:33 a.m.)
> 
> 
> Review request for Viewer.
> 
> 
> Description
> ---
> 
> FIX FOR STORM-1818 (https://jira.secondlife.com/browse/storm-1818) "Abnormal 
> program termination when I enter an URL to the grid selection combobox 
> (login-screen) and press enter."
> 
> Repository with fix: https://bitbucket.org/MartinRJ/storm-1818/
> 
> About:
> When entering a malformed grid dns address, the viewer needs to catch the 
> malformed address. Currently it throws an error in a subroutine of the 
> grid-address-handling (llviewernetwork.cpp, function 'addGrid') and crashes 
> without warning due to a thrown error ("throw LLInvalidGridName(grid);").
> 
> This fix adds code to:
> notifications.xml (a warning message text/notification: "IllegalGridName"),
> llviewernetwork.h (a function which checks whether a given grid exists, by 
> name (string): bool getGridExists),
> llpanellogin.cpp (an include for llviewernetwork.h, and a check against an 
> invalid grid dns address in function onSelectServer).
> 
> Todo: Maybe edit the notification message, and update the language files.
> 
> 
> This addresses bug STORM-1818.
> http://jira.secondlife.com/browse/STORM-1818
> 
> 
> Diffs
> -
> 
>   indra/newview/llpanellogin.cpp acfb0781d850 
>   indra/newview/llviewernetwork.h acfb0781d850 
>   indra/newview/skins/default/xui/en/notifications.xml acfb0781d850 
> 
> Diff: http://codereview.secondlife.com/r/563/diff/diff
> 
> 
> Testing
> ---
> 
> Test plan: Insert a malformed grid dns address (e.g. 
> http://grid.francogrid.org:8002 which works with some TPVs) into the grid 
> selection combo on the login screen.
> Expected behaviour: a popup shows up, informing about the malformed address, 
> and the grid selection combo swaps back to the default grid (Agni).
> 
> 
> Thanks,
> 
> MartinRJ Fayray
> 
>

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Re: [opensource-dev] Review Request: STORM-1818: Fix for viewer crash when entering chars other than [a-z0-9-_. ] into the grid-selection combo.

2012-03-25 Thread Tofu Buzzard

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If the downside of that is that the user doesn't know their grid is invalid 
until they try to login then I reckon that's fine, but I'll defer to others.

- Tofu Buzzard


On March 24, 2012, 5:33 a.m., MartinRJ Fayray wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/563/
> ---
> 
> (Updated March 24, 2012, 5:33 a.m.)
> 
> 
> Review request for Viewer.
> 
> 
> Description
> ---
> 
> FIX FOR STORM-1818 (https://jira.secondlife.com/browse/storm-1818) "Abnormal 
> program termination when I enter an URL to the grid selection combobox 
> (login-screen) and press enter."
> 
> Repository with fix: https://bitbucket.org/MartinRJ/storm-1818/
> 
> About:
> When entering a malformed grid dns address, the viewer needs to catch the 
> malformed address. Currently it throws an error in a subroutine of the 
> grid-address-handling (llviewernetwork.cpp, function 'addGrid') and crashes 
> without warning due to a thrown error ("throw LLInvalidGridName(grid);").
> 
> This fix adds code to:
> notifications.xml (a warning message text/notification: "IllegalGridName"),
> llviewernetwork.h (a function which checks whether a given grid exists, by 
> name (string): bool getGridExists),
> llpanellogin.cpp (an include for llviewernetwork.h, and a check against an 
> invalid grid dns address in function onSelectServer).
> 
> Todo: Maybe edit the notification message, and update the language files.
> 
> 
> This addresses bug STORM-1818.
> http://jira.secondlife.com/browse/STORM-1818
> 
> 
> Diffs
> -
> 
>   indra/newview/llpanellogin.cpp acfb0781d850 
>   indra/newview/llviewernetwork.h acfb0781d850 
>   indra/newview/skins/default/xui/en/notifications.xml acfb0781d850 
> 
> Diff: http://codereview.secondlife.com/r/563/diff/diff
> 
> 
> Testing
> ---
> 
> Test plan: Insert a malformed grid dns address (e.g. 
> http://grid.francogrid.org:8002 which works with some TPVs) into the grid 
> selection combo on the login screen.
> Expected behaviour: a popup shows up, informing about the malformed address, 
> and the grid selection combo swaps back to the default grid (Agni).
> 
> 
> Thanks,
> 
> MartinRJ Fayray
> 
>

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Re: [opensource-dev] Review Request: STORM-1818: Fix for viewer crash when entering chars other than [a-z0-9-_. ] into the grid-selection combo.

2012-03-25 Thread MartinRJ Fayray


> On March 25, 2012, 5:29 a.m., Tofu Buzzard wrote:
> > If the downside of that is that the user doesn't know their grid is invalid 
> > until they try to login then I reckon that's fine, but I'll defer to others.

@Tofu the malformed grid-address is added PERMANENTLY to the grid-list 
IMMEDIATELY if you don't prevent this.


- MartinRJ


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On March 24, 2012, 5:33 a.m., MartinRJ Fayray wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/563/
> ---
> 
> (Updated March 24, 2012, 5:33 a.m.)
> 
> 
> Review request for Viewer.
> 
> 
> Description
> ---
> 
> FIX FOR STORM-1818 (https://jira.secondlife.com/browse/storm-1818) "Abnormal 
> program termination when I enter an URL to the grid selection combobox 
> (login-screen) and press enter."
> 
> Repository with fix: https://bitbucket.org/MartinRJ/storm-1818/
> 
> About:
> When entering a malformed grid dns address, the viewer needs to catch the 
> malformed address. Currently it throws an error in a subroutine of the 
> grid-address-handling (llviewernetwork.cpp, function 'addGrid') and crashes 
> without warning due to a thrown error ("throw LLInvalidGridName(grid);").
> 
> This fix adds code to:
> notifications.xml (a warning message text/notification: "IllegalGridName"),
> llviewernetwork.h (a function which checks whether a given grid exists, by 
> name (string): bool getGridExists),
> llpanellogin.cpp (an include for llviewernetwork.h, and a check against an 
> invalid grid dns address in function onSelectServer).
> 
> Todo: Maybe edit the notification message, and update the language files.
> 
> 
> This addresses bug STORM-1818.
> http://jira.secondlife.com/browse/STORM-1818
> 
> 
> Diffs
> -
> 
>   indra/newview/llpanellogin.cpp acfb0781d850 
>   indra/newview/llviewernetwork.h acfb0781d850 
>   indra/newview/skins/default/xui/en/notifications.xml acfb0781d850 
> 
> Diff: http://codereview.secondlife.com/r/563/diff/diff
> 
> 
> Testing
> ---
> 
> Test plan: Insert a malformed grid dns address (e.g. 
> http://grid.francogrid.org:8002 which works with some TPVs) into the grid 
> selection combo on the login screen.
> Expected behaviour: a popup shows up, informing about the malformed address, 
> and the grid selection combo swaps back to the default grid (Agni).
> 
> 
> Thanks,
> 
> MartinRJ Fayray
> 
>

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Re: [opensource-dev] Review Request: STORM-1818: Fix for viewer crash when entering chars other than [a-z0-9-_. ] into the grid-selection combo.

2012-03-25 Thread Tofu Buzzard

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Ship it!


Ah, that makes things much clearer.  Yes, that would be lame.

- Tofu Buzzard


On March 24, 2012, 5:33 a.m., MartinRJ Fayray wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/563/
> ---
> 
> (Updated March 24, 2012, 5:33 a.m.)
> 
> 
> Review request for Viewer.
> 
> 
> Description
> ---
> 
> FIX FOR STORM-1818 (https://jira.secondlife.com/browse/storm-1818) "Abnormal 
> program termination when I enter an URL to the grid selection combobox 
> (login-screen) and press enter."
> 
> Repository with fix: https://bitbucket.org/MartinRJ/storm-1818/
> 
> About:
> When entering a malformed grid dns address, the viewer needs to catch the 
> malformed address. Currently it throws an error in a subroutine of the 
> grid-address-handling (llviewernetwork.cpp, function 'addGrid') and crashes 
> without warning due to a thrown error ("throw LLInvalidGridName(grid);").
> 
> This fix adds code to:
> notifications.xml (a warning message text/notification: "IllegalGridName"),
> llviewernetwork.h (a function which checks whether a given grid exists, by 
> name (string): bool getGridExists),
> llpanellogin.cpp (an include for llviewernetwork.h, and a check against an 
> invalid grid dns address in function onSelectServer).
> 
> Todo: Maybe edit the notification message, and update the language files.
> 
> 
> This addresses bug STORM-1818.
> http://jira.secondlife.com/browse/STORM-1818
> 
> 
> Diffs
> -
> 
>   indra/newview/llpanellogin.cpp acfb0781d850 
>   indra/newview/llviewernetwork.h acfb0781d850 
>   indra/newview/skins/default/xui/en/notifications.xml acfb0781d850 
> 
> Diff: http://codereview.secondlife.com/r/563/diff/diff
> 
> 
> Testing
> ---
> 
> Test plan: Insert a malformed grid dns address (e.g. 
> http://grid.francogrid.org:8002 which works with some TPVs) into the grid 
> selection combo on the login screen.
> Expected behaviour: a popup shows up, informing about the malformed address, 
> and the grid selection combo swaps back to the default grid (Agni).
> 
> 
> Thanks,
> 
> MartinRJ Fayray
> 
>

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

2012-03-25 Thread Oz Linden

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(Updated March 25, 2012, 11:06 a.m.)


Review request for Viewer and David Parks.


Description
---

For a while now, Second Life's deferred renderer has had a somewhat "toonish" 
looking specular model, as opposed to other platforms which try to go for more 
physically accurate looking models, such as blinn-phong and similar.

This feature changes the specular model to a technique called normalized 
blinn-phong. The specular model applies the usual blinn-phong term (assume 
NdotV to the power of n), multiplied by a normalization function of:
((n + 2) * (n + 4)) / (8 * PI * (powf(2, -n/2) + n))
Where n is the specular exponent.

Gamma correction is also applied to the result to bring the visual results 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.com/browse/STORM-1823


Diffs
-

  doc/contributions.txt b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/app_settings/settings.xml 
b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl 
b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl 
b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 
b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 
b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/llviewercontrol.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/pipeline.h b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/pipeline.cpp b32595c5170f92ac2dbab635955b1b86634f1475 

Diff: http://codereview.secondlife.com/r/565/diff/diff


Testing
---

* Tested performance characteristics - both Normalized Blinn-Phong and the 
previous model seem to have the same performance
* Checked the perceived "brightness" of the new highlights vs. the old ones - 
new ones seem much brighter at higher shiny values than the old ones, and seem 
much less "cartoonish" as such
* Checked the impact on different bumpiness values at the test rig at Hippo 
Hollow - noticeable visual improvement across all objects (though low shiny 
seems to have a much more subtle light reflectance term - this is expected for 
normalized blinn-phong)
* Tested different LUT resolutions - best looking seems to be 512x128 with 
seemingly no measurable decrease in performance

You can find the latest build here: 
http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-8/rev/251711/index.html


Thanks,

Geenz Spad

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

2012-03-25 Thread Oz Linden


> On March 25, 2012, 2:55 a.m., Tofu Buzzard wrote:
> > I'd like to see the mis-named handleReleaseLUTBufferChanged be called 
> > handleLUTBufferChanged, and ideally I'd like some comment (probably in the 
> > LUT creation) about why the results of lookups should be multiplied by 4 
> > (to avoid saturation in the LUT?).
> > Otherwise, I reckon this is great.

I concur with both of these comments, and have asked for a review from Dave.


- Oz


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On March 25, 2012, 11:06 a.m., Geenz Spad wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/565/
> ---
> 
> (Updated March 25, 2012, 11:06 a.m.)
> 
> 
> Review request for Viewer and David Parks.
> 
> 
> Description
> ---
> 
> For a while now, Second Life's deferred renderer has had a somewhat "toonish" 
> looking specular model, as opposed to other platforms which try to go for 
> more physically accurate looking models, such as blinn-phong and similar.
> 
> This feature changes the specular model to a technique called normalized 
> blinn-phong. The specular model applies the usual blinn-phong term (assume 
> NdotV to the power of n), multiplied by a normalization function of:
> ((n + 2) * (n + 4)) / (8 * PI * (powf(2, -n/2) + n))
> Where n is the specular exponent.
> 
> Gamma correction is also applied to the result to bring the visual results 
> 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.com/browse/STORM-1823
> 
> 
> Diffs
> -
> 
>   doc/contributions.txt b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/settings.xml 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/llviewercontrol.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/pipeline.h b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/pipeline.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
> 
> Diff: http://codereview.secondlife.com/r/565/diff/diff
> 
> 
> Testing
> ---
> 
> * Tested performance characteristics - both Normalized Blinn-Phong and the 
> previous model seem to have the same performance
> * Checked the perceived "brightness" of the new highlights vs. the old ones - 
> new ones seem much brighter at higher shiny values than the old ones, and 
> seem much less "cartoonish" as such
> * Checked the impact on different bumpiness values at the test rig at Hippo 
> Hollow - noticeable visual improvement across all objects (though low shiny 
> seems to have a much more subtle light reflectance term - this is expected 
> for normalized blinn-phong)
> * Tested different LUT resolutions - best looking seems to be 512x128 with 
> seemingly no measurable decrease in performance
> 
> You can find the latest build here: 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-8/rev/251711/index.html
> 
> 
> Thanks,
> 
> Geenz Spad
> 
>

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

2012-03-25 Thread Geenz Spad

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(Updated March 25, 2012, 2:07 p.m.)


Review request for Viewer and David Parks.


Changes
---

Added more information as to why we multiply in our shaders, and why we're 
scaling our results by (1.f / 6) in our LUT creation.
Also renamed handleReleaseLUTBufferChanged to handleLUTBufferChanged, per 
Tofu's request.


Description
---

For a while now, Second Life's deferred renderer has had a somewhat "toonish" 
looking specular model, as opposed to other platforms which try to go for more 
physically accurate looking models, such as blinn-phong and similar.

This feature changes the specular model to a technique called normalized 
blinn-phong. The specular model applies the usual blinn-phong term (assume 
NdotV to the power of n), multiplied by a normalization function of:
((n + 2) * (n + 4)) / (8 * PI * (powf(2, -n/2) + n))
Where n is the specular exponent.

Gamma correction is also applied to the result to bring the visual results 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.com/browse/STORM-1823


Diffs (updated)
-

  indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 
b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl 
b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl 
b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 
b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/llviewercontrol.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
  indra/newview/pipeline.cpp b32595c5170f92ac2dbab635955b1b86634f1475 

Diff: http://codereview.secondlife.com/r/565/diff/diff


Testing
---

* Tested performance characteristics - both Normalized Blinn-Phong and the 
previous model seem to have the same performance
* Checked the perceived "brightness" of the new highlights vs. the old ones - 
new ones seem much brighter at higher shiny values than the old ones, and seem 
much less "cartoonish" as such
* Checked the impact on different bumpiness values at the test rig at Hippo 
Hollow - noticeable visual improvement across all objects (though low shiny 
seems to have a much more subtle light reflectance term - this is expected for 
normalized blinn-phong)
* Tested different LUT resolutions - best looking seems to be 512x128 with 
seemingly no measurable decrease in performance

You can find the latest build here: 
http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-8/rev/251711/index.html


Thanks,

Geenz Spad

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

2012-03-25 Thread Geenz Spad


> On March 25, 2012, 2:55 a.m., Tofu Buzzard wrote:
> > I'd like to see the mis-named handleReleaseLUTBufferChanged be called 
> > handleLUTBufferChanged, and ideally I'd like some comment (probably in the 
> > LUT creation) about why the results of lookups should be multiplied by 4 
> > (to avoid saturation in the LUT?).
> > Otherwise, I reckon this is great.
> 
> Oz Linden wrote:
> I concur with both of these comments, and have asked for a review from 
> Dave.

The reasoning for doing this is basically just as you said, to avoid saturation 
in the LUT since most energy conserving specular models tend to exceed a 
floating point range of 0 to 1, something that should be accounted for when 
storing the results in an R8 LUT.
Granted, one could just use a floating point LUT instead, but driver support 
can be a bit spotty 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 necessary is something 
potentially worth investigating.


- Geenz


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This is an automatically generated e-mail. To reply, visit:
http://codereview.secondlife.com/r/565/#review1183
---


On March 25, 2012, 2:07 p.m., Geenz Spad wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/565/
> ---
> 
> (Updated March 25, 2012, 2:07 p.m.)
> 
> 
> Review request for Viewer and David Parks.
> 
> 
> Description
> ---
> 
> For a while now, Second Life's deferred renderer has had a somewhat "toonish" 
> looking specular model, as opposed to other platforms which try to go for 
> more physically accurate looking models, such as blinn-phong and similar.
> 
> This feature changes the specular model to a technique called normalized 
> blinn-phong. The specular model applies the usual blinn-phong term (assume 
> NdotV to the power of n), multiplied by a normalization function of:
> ((n + 2) * (n + 4)) / (8 * PI * (powf(2, -n/2) + n))
> Where n is the specular exponent.
> 
> Gamma correction is also applied to the result to bring the visual results 
> 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.com/browse/STORM-1823
> 
> 
> Diffs
> -
> 
>   indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/llviewercontrol.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/pipeline.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
> 
> Diff: http://codereview.secondlife.com/r/565/diff/diff
> 
> 
> Testing
> ---
> 
> * Tested performance characteristics - both Normalized Blinn-Phong and the 
> previous model seem to have the same performance
> * Checked the perceived "brightness" of the new highlights vs. the old ones - 
> new ones seem much brighter at higher shiny values than the old ones, and 
> seem much less "cartoonish" as such
> * Checked the impact on different bumpiness values at the test rig at Hippo 
> Hollow - noticeable visual improvement across all objects (though low shiny 
> seems to have a much more subtle light reflectance term - this is expected 
> for normalized blinn-phong)
> * Tested different LUT resolutions - best looking seems to be 512x128 with 
> seemingly no measurable decrease in performance
> 
> You can find the latest build here: 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-8/rev/251711/index.html
> 
> 
> Thanks,
> 
> Geenz Spad
> 
>

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

2012-03-25 Thread Argent Stonecutter

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---


Could we see some examples of SL scenes using the two models, particularly with 
avatars in them, because there have been a number of changes to the SL renderer 
over the years... and the main effect of increasing the "realism" of the 
renderer has been to throw the deficiencies of the SL avatar mesh into sharp 
relief. The current specular model was a deliberate compromise between the 
older even-toonier renderer and a more "realistic" model that made avatars look 
horrible.

- Argent Stonecutter


On March 25, 2012, 2:07 p.m., Geenz Spad wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/565/
> ---
> 
> (Updated March 25, 2012, 2:07 p.m.)
> 
> 
> Review request for Viewer and David Parks.
> 
> 
> Description
> ---
> 
> For a while now, Second Life's deferred renderer has had a somewhat "toonish" 
> looking specular model, as opposed to other platforms which try to go for 
> more physically accurate looking models, such as blinn-phong and similar.
> 
> This feature changes the specular model to a technique called normalized 
> blinn-phong. The specular model applies the usual blinn-phong term (assume 
> NdotV to the power of n), multiplied by a normalization function of:
> ((n + 2) * (n + 4)) / (8 * PI * (powf(2, -n/2) + n))
> Where n is the specular exponent.
> 
> Gamma correction is also applied to the result to bring the visual results 
> 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.com/browse/STORM-1823
> 
> 
> Diffs
> -
> 
>   indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/llviewercontrol.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/pipeline.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
> 
> Diff: http://codereview.secondlife.com/r/565/diff/diff
> 
> 
> Testing
> ---
> 
> * Tested performance characteristics - both Normalized Blinn-Phong and the 
> previous model seem to have the same performance
> * Checked the perceived "brightness" of the new highlights vs. the old ones - 
> new ones seem much brighter at higher shiny values than the old ones, and 
> seem much less "cartoonish" as such
> * Checked the impact on different bumpiness values at the test rig at Hippo 
> Hollow - noticeable visual improvement across all objects (though low shiny 
> seems to have a much more subtle light reflectance term - this is expected 
> for normalized blinn-phong)
> * Tested different LUT resolutions - best looking seems to be 512x128 with 
> seemingly no measurable decrease in performance
> 
> You can find the latest build here: 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-8/rev/251711/index.html
> 
> 
> Thanks,
> 
> Geenz Spad
> 
>

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

2012-03-25 Thread Geenz Spad


> On March 25, 2012, 2:56 p.m., Argent Stonecutter wrote:
> > Could we see some examples of SL scenes using the two models, particularly 
> > with avatars in them, because there have been a number of changes to the SL 
> > renderer over the years... and the main effect of increasing the "realism" 
> > of the renderer has been to throw the deficiencies of the SL avatar mesh 
> > into sharp relief. The current specular model was a deliberate compromise 
> > between the older even-toonier renderer and a more "realistic" model that 
> > made avatars look horrible.

Avatars are only ever effected if they're using attachments that make sure of 
the shiny attribute.

The diffuse shading on avatars remains unaffected.  I think the "compromise" 
you're thinking of is the environment map that typically gets applied in 
classic forward rendering, which was later re-added to the deferred renderer to 
mitigate content breakage that resulted when it was removed, which hasn't been 
changed with my modifications.

As I had mentioned previously, there are comparison pictures posted on the JIRA 
that 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


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This is an automatically generated e-mail. To reply, visit:
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---


On March 25, 2012, 2:07 p.m., Geenz Spad wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/565/
> ---
> 
> (Updated March 25, 2012, 2:07 p.m.)
> 
> 
> Review request for Viewer and David Parks.
> 
> 
> Description
> ---
> 
> For a while now, Second Life's deferred renderer has had a somewhat "toonish" 
> looking specular model, as opposed to other platforms which try to go for 
> more physically accurate looking models, such as blinn-phong and similar.
> 
> This feature changes the specular model to a technique called normalized 
> blinn-phong. The specular model applies the usual blinn-phong term (assume 
> NdotV to the power of n), multiplied by a normalization function of:
> ((n + 2) * (n + 4)) / (8 * PI * (powf(2, -n/2) + n))
> Where n is the specular exponent.
> 
> Gamma correction is also applied to the result to bring the visual results 
> 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.com/browse/STORM-1823
> 
> 
> Diffs
> -
> 
>   indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/llviewercontrol.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/pipeline.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
> 
> Diff: http://codereview.secondlife.com/r/565/diff/diff
> 
> 
> Testing
> ---
> 
> * Tested performance characteristics - both Normalized Blinn-Phong and the 
> previous model seem to have the same performance
> * Checked the perceived "brightness" of the new highlights vs. the old ones - 
> new ones seem much brighter at higher shiny values than the old ones, and 
> seem much less "cartoonish" as such
> * Checked the impact on different bumpiness values at the test rig at Hippo 
> Hollow - noticeable visual improvement across all objects (though low shiny 
> seems to have a much more subtle light reflectance term - this is expected 
> for normalized blinn-phong)
> * Tested different LUT resolutions - best looking seems to be 512x128 with 
> seemingly no measurable decrease in performance
> 
> You can find the latest build here: 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-8/rev/251711/index.html
> 
> 
> Thanks,
> 
> Geenz Spad
> 
>

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

2012-03-25 Thread Tofu Buzzard

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---

Ship it!


4 -> 6 is a bit of a last-minute change... :3  But ship it.

- Tofu Buzzard


On March 25, 2012, 2:07 p.m., Geenz Spad wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/565/
> ---
> 
> (Updated March 25, 2012, 2:07 p.m.)
> 
> 
> Review request for Viewer and David Parks.
> 
> 
> Description
> ---
> 
> For a while now, Second Life's deferred renderer has had a somewhat "toonish" 
> looking specular model, as opposed to other platforms which try to go for 
> more physically accurate looking models, such as blinn-phong and similar.
> 
> This feature changes the specular model to a technique called normalized 
> blinn-phong. The specular model applies the usual blinn-phong term (assume 
> NdotV to the power of n), multiplied by a normalization function of:
> ((n + 2) * (n + 4)) / (8 * PI * (powf(2, -n/2) + n))
> Where n is the specular exponent.
> 
> Gamma correction is also applied to the result to bring the visual results 
> 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.com/browse/STORM-1823
> 
> 
> Diffs
> -
> 
>   indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/llviewercontrol.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/pipeline.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
> 
> Diff: http://codereview.secondlife.com/r/565/diff/diff
> 
> 
> Testing
> ---
> 
> * Tested performance characteristics - both Normalized Blinn-Phong and the 
> previous model seem to have the same performance
> * Checked the perceived "brightness" of the new highlights vs. the old ones - 
> new ones seem much brighter at higher shiny values than the old ones, and 
> seem much less "cartoonish" as such
> * Checked the impact on different bumpiness values at the test rig at Hippo 
> Hollow - noticeable visual improvement across all objects (though low shiny 
> seems to have a much more subtle light reflectance term - this is expected 
> for normalized blinn-phong)
> * Tested different LUT resolutions - best looking seems to be 512x128 with 
> seemingly no measurable decrease in performance
> 
> You can find the latest build here: 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-8/rev/251711/index.html
> 
> 
> Thanks,
> 
> Geenz Spad
> 
>

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

2012-03-25 Thread Geenz Spad


> On March 25, 2012, 3:39 p.m., Tofu Buzzard wrote:
> > 4 -> 6 is a bit of a last-minute change... :3  But ship it.

Mostly just using an idea I got from reading up on RGBM encoding, and why they 
scale by 6 as well (though really, in theory you could scale by pretty much any 
value 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


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This is an automatically generated e-mail. To reply, visit:
http://codereview.secondlife.com/r/565/#review1193
---


On March 25, 2012, 2:07 p.m., Geenz Spad wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/565/
> ---
> 
> (Updated March 25, 2012, 2:07 p.m.)
> 
> 
> Review request for Viewer and David Parks.
> 
> 
> Description
> ---
> 
> For a while now, Second Life's deferred renderer has had a somewhat "toonish" 
> looking specular model, as opposed to other platforms which try to go for 
> more physically accurate looking models, such as blinn-phong and similar.
> 
> This feature changes the specular model to a technique called normalized 
> blinn-phong. The specular model applies the usual blinn-phong term (assume 
> NdotV to the power of n), multiplied by a normalization function of:
> ((n + 2) * (n + 4)) / (8 * PI * (powf(2, -n/2) + n))
> Where n is the specular exponent.
> 
> Gamma correction is also applied to the result to bring the visual results 
> 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.com/browse/STORM-1823
> 
> 
> Diffs
> -
> 
>   indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 
> b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/llviewercontrol.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
>   indra/newview/pipeline.cpp b32595c5170f92ac2dbab635955b1b86634f1475 
> 
> Diff: http://codereview.secondlife.com/r/565/diff/diff
> 
> 
> Testing
> ---
> 
> * Tested performance characteristics - both Normalized Blinn-Phong and the 
> previous model seem to have the same performance
> * Checked the perceived "brightness" of the new highlights vs. the old ones - 
> new ones seem much brighter at higher shiny values than the old ones, and 
> seem much less "cartoonish" as such
> * Checked the impact on different bumpiness values at the test rig at Hippo 
> Hollow - noticeable visual improvement across all objects (though low shiny 
> seems to have a much more subtle light reflectance term - this is expected 
> for normalized blinn-phong)
> * Tested different LUT resolutions - best looking seems to be 512x128 with 
> seemingly no measurable decrease in performance
> 
> You can find the latest build here: 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-8/rev/251711/index.html
> 
> 
> Thanks,
> 
> Geenz Spad
> 
>

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[opensource-dev] tired of the bad testting

2012-03-25 Thread Flats Fixed
 the latest stable came out. it broke the teleporters at 2100 meters.
you know guys this is not a jira this is simple testing.  love the new
policy but the fact is the team is running people out of SL. test it befor
it goes stable.


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[opensource-dev] teleleport

2012-03-25 Thread Flats Fixed
yes you can teleport that high. but not run a teleport script to come back.
this is not jira. this is lack of testing. with the grid. same script to
teleport you back will not work. simple test


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