[opensource-dev] Review Request: Current viewer-development build does not build on linux

2012-03-26 Thread Lance Corrimal

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Review request for Viewer.


Description
---

The current viewer-development tree does not compile cleanly on linux (at least 
not on my openSUSE 12.1 and openSUSE 11.4 systems).


This addresses bug VWR-28535.
http://jira.secondlife.com/browse/VWR-28535


Diffs
-

  indra/llmath/llcoord.h 6943d3e9deb7 

Diff: http://codereview.secondlife.com/r/568/diff/diff


Testing
---

patched viewer-development 3.3.1 and viewer-release 3.3.0, builds fine, usage 
test shows no ill effects


Thanks,

Lance Corrimal

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Re: [opensource-dev] Review Request: VWR-28535 - Current viewer-development build does not build on linux

2012-03-26 Thread Lance Corrimal

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(Updated March 26, 2012, 12:23 a.m.)


Review request for Viewer.


Summary (updated)
-

VWR-28535 - Current viewer-development build does not build on linux


Description
---

The current viewer-development tree does not compile cleanly on linux (at least 
not on my openSUSE 12.1 and openSUSE 11.4 systems).


This addresses bug VWR-28535.
http://jira.secondlife.com/browse/VWR-28535


Diffs
-

  indra/llmath/llcoord.h 6943d3e9deb7 

Diff: http://codereview.secondlife.com/r/568/diff/diff


Testing
---

patched viewer-development 3.3.1 and viewer-release 3.3.0, builds fine, usage 
test shows no ill effects


Thanks,

Lance Corrimal

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

2012-03-26 Thread Oz Linden

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Ship it!



indra/newview/pipeline.cpp


Use F_PI here (yes, I know that was in the old code too)


- Oz Linden


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] tired of the bad testting

2012-03-26 Thread Oz Linden (Scott Lawrence)

  
  
On 2012-03-25 23:56 , Flats Fixed wrote:

   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.


Perhaps you could provide a clear problem report?


  What software were you using?
  What did you do?
  What did you expect to happen?
  What actually happened?


  

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

2012-03-26 Thread Geenz Spad

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(Updated March 26, 2012, 10:46 a.m.)


Review request for Viewer and David Parks.


Changes
---

Added the change that Oz requested, also updated contributions.txt while I was 
at it.


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)
-

  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: VWR-28535 - Current viewer-development build does not build on linux

2012-03-26 Thread Seth ProductEngine

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There is a fix to this problem, which does not involve changing the inheritance 
access specifiers. It should be soon merged to the viewer-development repo.
Thanks for looking into it.

- Seth ProductEngine


On March 26, 2012, 12:23 a.m., Lance Corrimal wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/568/
> ---
> 
> (Updated March 26, 2012, 12:23 a.m.)
> 
> 
> Review request for Viewer.
> 
> 
> Description
> ---
> 
> The current viewer-development tree does not compile cleanly on linux (at 
> least not on my openSUSE 12.1 and openSUSE 11.4 systems).
> 
> 
> This addresses bug VWR-28535.
> http://jira.secondlife.com/browse/VWR-28535
> 
> 
> Diffs
> -
> 
>   indra/llmath/llcoord.h 6943d3e9deb7 
> 
> Diff: http://codereview.secondlife.com/r/568/diff/diff
> 
> 
> Testing
> ---
> 
> patched viewer-development 3.3.1 and viewer-release 3.3.0, builds fine, usage 
> test shows no ill effects
> 
> 
> Thanks,
> 
> Lance Corrimal
> 
>

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

2012-03-26 Thread Geenz Spad

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(Updated March 26, 2012, 5:24 p.m.)


Review request for Viewer and David Parks.


Changes
---

Reduce the overall glow amount from the sun to a quarter of its original 
strength.  This helps prevent specular highlights with glow applied from being 
too bright when compared to the previous specular model.


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)
-

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

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] Review Request: OPEN-138 Sometimes the file character/new archetype.xml is not produced. Sometimes it is present after the viewer is closed. Sometimes it is present and can't be made

2012-03-26 Thread Nicky Perian

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Review request for Viewer.


Description
---

Sometimes the file character/new archetype.xml is not produced. Sometimes it is 
present after the viewer is closed. Sometimes it is present and can't be made 
to fail.

Intermittent write to character/new archetype.xml from Develop->Avatar->
Character Tests->Apperance To XML. Add explicit outfile.close() method
before returning to caller. Add llinfos for file location as a troubleshooting
aid.


This addresses bug OPEN-138.
http://jira.secondlife.com/browse/OPEN-138


Diffs
-

  doc/contributions.txt 6943d3e9deb7 
  indra/newview/llvoavatar.cpp 6943d3e9deb7 

Diff: http://codereview.secondlife.com/r/570/diff/diff


Testing
---

First checked that the patch did no harm.
Second seems more stable after running with the patch applied.


Thanks,

Nicky Perian

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Re: [opensource-dev] tired of the bad testting

2012-03-26 Thread Carlo Wood
On Mon, 26 Mar 2012 12:15:20 -0400
"Oz Linden (Scott Lawrence)"  wrote:

> On 2012-03-25 23:56 , Flats Fixed wrote:
>  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.
> 
> Perhaps you could provide a clear problem report?
> 
> What software were you using?

The latest stable.

> What did you do?

Try to teleport back after teleporting to 2100 meter.

> What did you expect to happen?

The same as with the older viewers.

> What actually happened?

It didn't work.
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Re: [opensource-dev] tired of the bad testting

2012-03-26 Thread Tateru Nino
Are we talking the viewer's built-in teleportation, or scripted
faux-teleportation (sithacks, etc)?

On 27/03/2012 2:05 PM, Carlo Wood wrote:
> On Mon, 26 Mar 2012 12:15:20 -0400
> "Oz Linden (Scott Lawrence)"  wrote:
>
>> On 2012-03-25 23:56 , Flats Fixed wrote:
>>  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.
>>
>> Perhaps you could provide a clear problem report?
>>
>> What software were you using?
> The latest stable.
>
>> What did you do?
> Try to teleport back after teleporting to 2100 meter.
>
>> What did you expect to happen?
> The same as with the older viewers.
>
>> What actually happened?
> It didn't work.
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