Re: [opensource-dev] Adding a library

2012-04-15 Thread Jonathan Welch
This was brought up at Oz's user group meeting a while ago and one
suggestion was to just write that data directly into the image.

Oz will have to write back about how keen he was to have another
dependency brought into the viewer.
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Re: [opensource-dev] Deprecate Mesh Stuff

2012-04-15 Thread Daniel

> Date: Sat, 14 Apr 2012 21:20:45 -0600
> From: Andromeda Quonset
> Subject: Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs
>
>
> 3.  Could somebody please deprecate all this mesh stuff from the grid?
>
> --Andro
>
That would be difficult, because absolutely everything you see in the 
Viewer is made from triangulated meshes.  That includes the sky, 
terrain, prims, avatars, sculpts, and custom mesh uploads.  Go into 
wireframe mode and you will see that.  Pretty much all that graphics 
cards do is color the triangles of the mesh geometry according to the 
shader algorithms, input textures, lights, and camera position, and then 
deliver the colored frames to your monitor.  If you removed all the mesh 
stuff, you would end up with a black screen.

If by your comment you mean remove custom mesh uploads, what viewer 
problem are they causing that requires their removal?

Daniel
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[opensource-dev] (no subject)

2012-04-15 Thread Erin Mallory

1) no client side ao's work similar to regular ao's except instead of using an 
attachment or HUD slot, the client itself reads the animations from your 
account and uses them to override your animations like the ao does.  Typically 
AO's in the client have fewer options than attached ones with simply an off or 
on and sometimes a sit off and on toggle.  The upsides to client size AO's are 
simply faster switching in high lag areas, no memory restrictions (allowing 
many more animations to be in the loop) and not having to "burn" an attachment 
point.

2) See above. 

3) If you mean the custum meshes I hope they are NOT depreciated.  While 
lacking an in-game deformer to resize/reshape the mesh and change the mesh 
rigging, having custom meshes make the world look far less ridiculous, allow 
far more complicated builds for far less cost, and finally allow attachments 
and environments to better interact. Why on earth would you want them 
depreciated for?

> Date: Sat, 14 Apr 2012 21:20:45 -0600
> To: opensource-dev@lists.secondlife.com
> From: andromedaquon...@gmail.com
> Subject: Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs
> 
> If we had viewer-side AO's, I am wondering about a couple of things, 
> and maybe I just don't get it:
> 
> 1.  Would the only person that sees "us" animating just be 
> ourselves?  Or would other people in-world be able to see the 
> identical animation?  If so, does that mean the animation is stored 
> locally with the client, on the client computer, and is a constant 
> upload stream to the grid while it is playing?  That doesn't sound 
> like an improvement to me.  More like a bandwidth-hog.
> 
> 2..  If the animation is not stored on the client system with the 
> viewer, then what could the point possibly be of even having it?
> 
> 3.  Could somebody please deprecate all this mesh stuff from the grid?
> 
> --Andro
> 
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[opensource-dev] allowing client side AO's to swtich with outfits

2012-04-15 Thread Erin Mallory

I see two really "easy" ways to do this.
1) Allow outfit folders and AO sets to be able to share a "hotkey" so that 
pressing that hotkey will both equip the outfit and activate the AO
2) Script in a right click menu option at the outfit folder level that asks if 
you want to link an AO config to activate the ao when equipping the outfit.  
IE: you right click the outfit folder and when the menu pops up it has 
something like "Set outfit AO."
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-15 Thread Zi Ree
Am Freitag, 13. April 2012, 19:53:55 schrieben Sie:

> Are the non-AO default animations actually transmitted by the viewer? Or

Yes, the viewer sends an animation request for the default animations by 
itself. That's how we override the animations in Firestorm. The function to 
decide which animation to play was extended to ask the AO before doing 
anything by itself.

Zi
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-15 Thread Zi Ree
Am Samstag, 14. April 2012, 14:16:38 schrieb Argent Stonecutter:

> Only because he forgot to include the extremely important "it has to be an
> asset that can be worn with an outfit". That one's a complete dealbreaker
> for me.

We want to include AO set switching by LSL scripts in the AO, which could 
easily replicate this behavior.

Zi
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Re: [opensource-dev] allowing client side AO's to swtich with outfits

2012-04-15 Thread Dahlia Trimble
3) allow an outfit to include notecards in the outfit folder

On Sun, Apr 15, 2012 at 10:13 AM, Erin Mallory  wrote:

>  I see two really "easy" ways to do this.
> 1) Allow outfit folders and AO sets to be able to share a "hotkey" so that
> pressing that hotkey will both equip the outfit and activate the AO
> 2) Script in a right click menu option at the outfit folder level that
> asks if you want to link an AO config to activate the ao when equipping the
> outfit.  IE: you right click the outfit folder and when the menu pops up it
> has something like "Set outfit AO."
>
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Re: [opensource-dev] allowing client side AO's to swtich with outfits

2012-04-15 Thread Argent Stonecutter
On 2012-04-15, at 12:13, Erin Mallory wrote:
> 1) Allow outfit folders and AO sets to be able to share a "hotkey" so that 
> pressing that hotkey will both equip the outfit and activate the AO

> 2) Script in a right click menu option at the outfit folder level that asks 
> if you want to link an AO config to activate the ao when equipping the 
> outfit.  IE: you right click the outfit folder and when the menu pops up it 
> has something like "Set outfit AO."

Neither of these are acceptable, it _has to_ be something in the inventory that 
is managed with the inventory tools. Otherwise there's no reason not to keep 
using the existing scripted AOs.

Ideally, it's just a box, like an existing AO, except instead of having a 
script in it it's attached to an "AO" attachment point or has a name like "#AO".

Alternatively, a scripted object could run and llOwnerSay a series of magic 
strings containing the animation name and animation type, in on_rez() or 
attach().
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Re: [opensource-dev] allowing client side AO's to swtich with outfits

2012-04-15 Thread Erin Mallory


Why would it need to be in the inventory taking up space when it would ONLY do 
the same thing that either of these options do?  If you can link a client ao to 
activate when the outfit is equipped that would satisfy the need for it to 
automatically turn on when you equip a new outfit AND keep the inventory MUCH 
less cluttered.
The entire reason I use Firestorm's ao is so that I could get rid of as many 
copies of aos as I could and swap between ao sets almost instantly even in high 
lag areas.  Right now they do not have a way to equip automatically when I set 
an outfit, however it is two extra clicks to select the one I want from a 
dropdown.  If I could have a menu option on the outfit folder to allow me to 
associate each outfit with an AO so that it automatically swapped when I 
changed outfits that would be neat and do the same thing you wanted it to do.  
If I wanted to change the association or dissociate it I could do so from the 
same command.
What I envision would simply be another option with a menu item such as "Set 
AO" and contain a drop nearly identical to the list in the AO drop down menu 
except it would also have a "none" option. for example if I had an outfit 
folder named "feral neko" with several attachments and clothes in it and wanted 
to associate my Puli Neko AO with it then all I would need to do is right click 
the folder for "feral neko" select "set ao" and click "Neko Puli AO" and then 
until i changed the associated ao every time I equipped the outfit "feral neko" 
it would automatically switch the ao to the Neko Puli AO set.  That way i would 
not need any box or notecard or other object to clutter my already overwhelming 
inventory.
Please explain what such a system would lack that either type of object you are 
talking about could provide because I simply do not see the benifits or 
requirements to have any object in the inventory other than a single notecard 
for each ao set and a copy of each animation that is included in any set. 



> CC: opensource-dev@lists.secondlife.com
> From: secret.arg...@gmail.com
> Subject: Re: [opensource-dev] allowing client side AO's to swtich with outfits
> Date: Sun, 15 Apr 2012 21:34:30 -0500
> To: angel_of_crim...@hotmail.com
> 
> On 2012-04-15, at 12:13, Erin Mallory wrote:
> > 1) Allow outfit folders and AO sets to be able to share a "hotkey" so that 
> > pressing that hotkey will both equip the outfit and activate the AO
> 
> > 2) Script in a right click menu option at the outfit folder level that asks 
> > if you want to link an AO config to activate the ao when equipping the 
> > outfit.  IE: you right click the outfit folder and when the menu pops up it 
> > has something like "Set outfit AO."
> 
> Neither of these are acceptable, it _has to_ be something in the inventory 
> that is managed with the inventory tools. Otherwise there's no reason not to 
> keep using the existing scripted AOs.
> 
> Ideally, it's just a box, like an existing AO, except instead of having a 
> script in it it's attached to an "AO" attachment point or has a name like 
> "#AO".
> 
> Alternatively, a scripted object could run and llOwnerSay a series of magic 
> strings containing the animation name and animation type, in on_rez() or 
> attach().
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