[opensource-dev] What is with the cycling port connections on SLv2.4?

2010-12-22 Thread Ann Otoole
connect disconnect connect 4 times at once disconnect 4 bang bang hammer hammer

Dear Oz and Esbee: Run a port monitor and look at what your client is doing.

Please. No don't just do it from the office LAN. Hire someone to travel around 
to different areas of the country to monitor what your client really does. 
Seriously. Crashiest client ever.



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Re: [opensource-dev] disappearing friends

2011-01-15 Thread Ann Otoole
I see no discrepancies in the viewer I use. What viewer(s) and versions are you 
using?





From: Erin Mallory 
 for some reason like 1/3 of my friends list randomly unfriended themselves 
including 3 of my own alts that I did not unfriend. Some people at the auction 
im at have said the same thing. anyone else noticing this? did LL impliment 
something new?



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Re: [opensource-dev] STORM-243 - simulator version notifications

2011-01-18 Thread Ann Otoole
Doesn't it add some minor overhead to region crossings? I don't care about it. 
The message does not say what server version you just entered so it is mostly 
an 
annoyance. If I need version info I know where it is. 


What I would like to see is region rating and a single letter server version 
code on the map without having to mouse float.





From: Kent Quirk (Q Linden) 

Hi, folks. I've just commented on STORM-243, which requests that we have Yet 
Another Option to allow suppression of the toast that tells you the simulator 
version changed when you changed to a new region. 


I think we should delete it entirely. Does anyone care to still get that 
notification, now that there are usually 3 different simulator versions live on 
the grid at any time? I don't mean "I can think of an obscure scenario when 
someone might care." I mean does anyone really need a notification about this, 
or can we just delete it?


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[opensource-dev] UI - Picks - no delete button

2011-02-16 Thread Ann Otoole
So exactly how do I delete a pick? Oh never mind. I have to get a third party 
viewer to do it. Great.



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Re: [opensource-dev] UI - Picks - no delete button

2011-02-16 Thread Ann Otoole


I don't see any trashcan. Expected. Looked. Not there. v2.5. No way to delete 
picks.




From: Geenz 
To: Ann Otoole 
Cc: opensource-dev@lists.secondlife.com
Sent: Wed, February 16, 2011 4:42:11 AM
Subject: Re: [opensource-dev] UI - Picks - no delete button


It's totally not Right click on the pick -> Delete.  It's totally not click on 
the pick in question, then click on the trash can icon at the bottom of "My 
Picks".
 
On Wednesday, February 16, 2011 at 3:39 AM, Ann Otoole wrote:
So exactly how do I delete a pick? Oh never mind. I have to get a third party 
viewer to do it. Great.
>
>
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Re: [opensource-dev] STORM-9 - sharing location and status message to Twitter

2011-03-20 Thread Ann Otoole
How does Twitter's new restrictions on 3rd party apps factor in on this since 
Twitter changed things recently?





From: Opensource Obscure 
To: OpenSource Mailing List 
Sent: Sun, March 20, 2011 2:43:57 PM
Subject: [opensource-dev] STORM-9 - sharing location and status message to 
Twitter

I just commented STORM-9, that is
"As a User, I want to share my location and a custom status with friends
on Twitter so they can follow what I’m up to in Second Life"

...



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Re: [opensource-dev] Concerned about frequent crashes

2011-08-07 Thread Ann Otoole
Yes. It is so bad I was unable to be logged in for more than a minute in a sim 
with 40+ people last night.

I installed Phoenix and had no problems rezzing all the avatars and no crashes 
for hours. Teleports were instant. Everything works really fast. The issues 
with geometry appears to reside soley with LL's SLv2. V1.x appears capable of 
rendering anything thrown at it.




From: Marine Kelley 
To: Lee ponzu 
Cc: Opensource_dev 
Sent: Sunday, August 7, 2011 2:07 PM
Subject: Re: [opensource-dev] Concerned about frequent crashes

I crash a lot on 2.8.0, at least twice a day. It is usually a sudden
crash to desktop, and from the log it looks like the viewer goes short
on memory. It happens more often with deferred rendering on, but it is
always random, I could never link it to any particular action I take.
My computer has 4GB memory, and is running Win 7 that takes 1.5GB all
by itself. But I would believe that 2GB should be enough for the SL
viewer... It keeps eating more and more memory though. Seems there is
a huge memory leak in the deferred renderer.

On 07/08/2011, Lee ponzu  wrote:
> I am concerned that the latest viewers have been crashing a lot for the last
> week or two.  I crash as often as 3 times per hour.  I attach one crash
> report below.  Is this problem known and being worked on, or is it just me?
>  I am sort of a canary in the coal mine because this is an older iMac and I
> use Satellite internet, so maybe I expose problems that don't crash other
> people.
>
> Question:  When OS X pops up a Problem Report for a crashed app, and says
> the report is being sent to Apple, do those actually go anywhere?  Is there
> any maybe automated analysis and statistics done?  If not, would it be
> useful?  Maybe I could help there.
>
> ponzu
>
> Process:         Second Life [908]
> Path:            /Applications/Viewers/Project Viewer -
> Mesh.app/Contents/MacOS/Second Life
> Identifier:      com.secondlife.indra.viewer
> Version:         Second Life version 2.8.2.237321 (2.8.2.237321)
> Code Type:       X86 (Native)
> Parent Process:  launchd [631]
>
> Date/Time:       2011-08-07 13:26:05.591 -0400
> OS Version:      Mac OS X 10.6.8 (10K549)
> Report Version:  6
>
> Interval Since Last Report:          228428 sec
> Crashes Since Last Report:           4
> Per-App Interval Since Last Report:  29574 sec
> Per-App Crashes Since Last Report:   3
> Anonymous UUID:                      18404959-AFD8-476A-807F-8B2EE7A368F6
>
> Exception Type:  EXC_CRASH (SIGQUIT)
> Exception Codes: 0x, 0x
> Crashed Thread:  1  Dispatch queue: com.apple.libdispatch-manager
>
> Thread 0:  Dispatch queue: com.apple.main-thread
> 0   libSystem.B.dylib             0x91b75c5a __kill + 10
> 1   libSystem.B.dylib             0x91b75c4c kill$UNIX2003 + 32
> 2   libSystem.B.dylib             0x91c085a5 raise + 26
> 3   libllcommon.dylib             0x04965480
> default_unix_signal_handler(int, __siginfo*, void*) + 432
> 4   libSystem.B.dylib             0x91b7b05b _sigtramp + 43
> 5   libSystem.B.dylib             0x91b40f56 wait4 + 10
> 6   libSystem.B.dylib             0x91ba25e5 pclose + 215
> 7   libllcommon.dylib             0x04a333de LLMemoryInfo::loadStatsMap() +
> 3598
> 8   libllcommon.dylib             0x04a34763 LLMemoryInfo::refresh() + 35
> 9   libllcommon.dylib             0x04a401ee FrameWatcher::tick(LLSD const&)
> + 606
> 10  libllcommon.dylib             0x04a356d2
> boost::detail::function::function_obj_invoker1 boost::_mfi::mf1,
> boost::_bi::list2, boost::arg<1> > >, bool,
> LLSD const&>::invoke(boost::detail::function::function_buffer&, LLSD const&)
> + 82
> 11  com.secondlife.indra.viewer   0x0175e689
> boost::signals2::detail::signal1_impl float, std::less, boost::function,
> boost::function,
> boost::signals2::mutex>::slot_invoker::m_invoke(boost::shared_ptr boost::optional >, boost::signals2::slot1 boost::function >, boost::signals2::mutex> > const&,
> ...) const + 57
> 12  com.secondlife.indra.viewer   0x0175e94d
> boost::signals2::detail::signal1_impl float, std::less, boost::function,
> boost::function,
> boost::signals2::mutex>::operator()(LLSD const&) + 525
> 13  libllcommon.dylib             0x049a71df LLEventStream::post(LLSD
> const&) + 63
> 14  com.secondlife.indra.viewer   0x000de32d LLAppViewer::mainLoop() + 1453
> 15  com.secondlife.indra.viewer   0x01350918 main + 568
> 16  com.secondlife.indra.viewer   0x9ad6 start + 54
>
> Thread 1 Crashed:  Dispatch queue: com.apple.libdispatch-manager
> 0   libSystem.B.dylib             0x91b3b382 kevent + 10
> 1   libSystem.B.dylib             0x91b3ba9c _dispatch_mgr_invoke + 215
> 2   libSystem.B.dylib             0x91b3af59 _dispatch_queue_invoke + 163
> 3   libSystem.B.dylib             0x91b3acfe _dispatch_worker_thread2 + 240
> 4   libSystem.B.dylib             0x91b3a781 _pthread_wqthread + 390
> 5   libSystem.B.dylib             0x91b3a5c6 start_wqthread + 30
>
> Thread 2:
> 0   l

Re: [opensource-dev] Viewer UI mode merge

2011-10-19 Thread Ann Otoole
>From my lengthy gaming experience what is called mini map in SL is called 
>radar in lots of games. Perhaps the radar like icon is a good call. IMHO




From: Hitomi Tiponi 
To: Opensource_dev 
Sent: Wednesday, October 19, 2011 11:38 AM
Subject: Re: [opensource-dev] Viewer UI mode merge


There is a lot of really good stuff in this release including some icons that 
look similar to those used in Firestorm and StarLight - so especially like them 
:).  Some are a bit odd, like the mini-map which I would use for a radar 
instead, but generally they are of a high quality.

Were any non-techie users involved in these discussions I wonder - after all a 
lot of users who use SL just for socialising have very different requirements, 
especially with regards to chat/IMs?


>For those of us that attend the in world meetings concerning the viewer it
>had been know that this was coming for a couple of months and I has even had
>a discussion with some of the UI team personally concerning some aspects of
>the UI both in world and via email some of which even
 included sending a
>snapshot of Firestorms UI with it in the Starlight Silver/Blue theme. So to
>me this is no surprise. Now for my personal taste it look like ill have to
>go in and edit some of the background png files again so that they are
>semi-transparent again at least locally for me.
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[opensource-dev] GTX680 Compatibility

2012-04-06 Thread Ann Otoole
Will SL run on the new nVidia GTX680? If not are there any plans to advance 
Secondlife with the way Video card technology is moving?___
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Re: [opensource-dev] GTX680 Compatibility

2012-04-06 Thread Ann Otoole
I know there are some interesting changes in respect to shaders. Also some 
possible disinformation going around about no shaders but that looks to be 
bogus. Maybe we will have to wait and see what happens to the first lucky 
person into the pool with a 680.




 From: Geenz 
To: Ann Otoole  
Cc: Viewer  
Sent: Friday, April 6, 2012 2:12 PM
Subject: Re: [opensource-dev] GTX680 Compatibility
 

It *should* run, provided Nvidia hasn't done anything funky with their drivers. 


-- 
Geenz
Sent with Sparrow

On Friday, April 6, 2012 at 1:43 PM, Ann Otoole wrote:
Will SL run on the new nVidia GTX680? If not are there any plans to advance 
Secondlife with the way Video card technology is moving?
>
>
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-12 Thread Ann Otoole
Thankfully the previously bad aos are not so bad now. If a client side AO 
cannot perform what Oracul and/or Vista AOs do then it is a total waste of time 
to bother with the client side code. In order to do client side AOs requires AO 
expertise. Period. Don't even bother if you don't have it. Because it will be a 
waste and people will still use AOs.




 From: Lance Corrimal 
To: opensource-dev@lists.secondlife.com 
Sent: Thursday, April 12, 2012 11:56 AM
Subject: Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs
 


>   * To discover use cases and what problems in-viewer AOs were created
>     to solve

Until recently the AO hud of one particular famous AO vendor used up a 
whopping 4.5 MEGABYTES of script memory.

FCOL i can run a MAIL SERVER in that much.

bye,
LC
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Re: [opensource-dev] Third party viewer policy

2010-02-26 Thread Ann Otoole
I've already learned the hard way time spent in or around Second Life is a 
career death sentence. 

It doesn't matter what happens down the road. The taint is permanent. Second 
Life cannot be mentioned in public.

Time in this business is lost years.




From: Henri Beauchamp 
To: opensource-dev@lists.secondlife.com
Sent: Thu, February 25, 2010 6:40:28 AM
Subject: Re: [opensource-dev] Third party viewer policy

On Thu, 25 Feb 2010 12:31:13 +0100, Lance Corrimal wrote:

> Am Donnerstag, 25. Februar 2010 12:18:23 schrieb Henri Beauchamp:
> 
> > My guess is that we will soon hear about discriminations based on
> > private info gathered on Internet (Employee: "oh, why can't I get this
> > job, sir ?" - Employer: "Because you use your avatar in SL to rolepay
> > BDSM, you sicko !").
> 
> 
> given how MANY people are really kinky on SL I'd expect that to turn out the 
> other way:
> 
> "You're hired but only if you tie me to this cross and take me from behind 
> you 
> stud you! I KNOW You like that stuff!"

Lol !  I'll consider that option...
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Re: [opensource-dev] FAQ posted for Third Party Viewer Policy

2010-02-27 Thread Ann Otoole
So basically I cannot grant export for use in other grids licenses and must 
instead use some sort of a tool to export the assemblies myself and market them 
outside of SL as import packages. That seems to be problematic but more so it 
appears LL is attempting to deny the right to export any of your own work, 
licensed for intergrid use, for use elsewhere.

We need the authorized viewer exports to include the texture binaries for 
textures and sculpties, that we uploaded ourselves, in the exports so the 
import packages will be complete and not dependent upon the LL asset system via 
UUID.

And I expect the textures sold in SL intended for download and modification to 
be made in world use only and texture sellers will have to begin distribution 
of textures for derivative use outside SL. The question arises why should 
texture artists sell in SL or on xstreet at all at this point. LL is going to 
cut off revenue sources.






From: Morgaine 
To: Soft Linden 
Cc: opensource-dev@lists.secondlife.com
Sent: Sat, February 27, 2010 1:47:04 AM
Subject: Re: [opensource-dev] FAQ posted for Third Party Viewer Policy

Soft, this is quite a good FAQ (particularly compared to TPV #1:P) as it clears 
up a large number of points.  I thought it might resolve the earlier problems 
re GPL compliance, particularly since it addresses the GPL directly.  But when 
I examined it more closely it still has holes and confusion on the key points.

Take FAQ.2 for example:


Q2: Does the policy limit use of the viewer source code that Linden Lab makes 
available under the GPL? A2: No, the policy is not intended to and does not 
place any restriction on
modification or use of our viewer source code that we make available
under the GPL.  Rather, the policy sets out requirements for connecting to our 
Second Life service using a third-party viewer, regardless of
the viewer source code used.

This looks great at first glance as it appears to make the separation between 
developers and users that caused so much confusion in TPV v1.

But notice that the answer says "does not place any restriction on
modification or use", and then goes on to say "Rather, the policy sets out 
requirements for connecting".  Well connecting IS use, it couldn't be anything 
else, so the answer contradicts itself in one and the same paragraph. Such 
ambiguities need to be removed.

The sentence was probably intended to say "does not place any restriction on
modification or distribution", in order to clear the hurdle of GPLv2 clause 6.  
That clause explicitly requires freedom of modification and distribution.  
Nothing else will do, so if you want to be clear about GPL compliance, those 
words had better be there in A2. :-)

Unfortunately, the question itself is confusing because it refers to use of the 
source code, and the GPL is completely unconcerned about use.  Really the 
question should ask:


* Q2: Does the policy limit modification and distribution of the viewer 
source code that Linden Lab makes available under the GPL?
If that were the question then it would make sense in the context of addressing 
GPLv2 clause 6 directly, and it would match the corrected answer I gave above.


Next, FAQ.12:


* Q12:  I
develop for a Linux distribution where there is no opportunity to
present users with the disclosures required under section 1.c before
the user downloads and installs the software.  How can I comply with
section 1.c of the policy?
* A12: For Linux distributions where there is no opportunity to provide 
the
section 1.c disclosures before installation of the software, you can
comply with the requirement by having your software client present the
required disclosures or a link to them in a dialogue box that the user
must close before logging into Second Life for the first time through
your software.  

You can't require that of developers of GPL software.  It's a restriction on a 
GPL developer's "freedom to modify and distribute", and is explicitly 
prohibited in GPLv2 clause 6.  Please check the GPLv2 FAQ for the example of 
the original BSD advertising clause, which was incompatible with the GPL.  That 
advertising clause had to be removed from GPL programs before they could be 
licensed using GPL, because it was an additional restriction on the freedom to 
modify and distribute.

Your requirement is similar but much more onerous.  It is a very clear 
additional restriction on the freedom to modify and distribute:  for example, 
it restricts removal of the disclosure or dialogue box.  Such an additional 
restriction is not permitted under GPL.  Indeed, no additional restrictions on 
the freedom to modify and distribute are permitted at all.


And finally, FAQ.15 (in the context of licenses permitting free distribution):


* Q15: Do the limitations of section 2.b on content export apply to 
content that is full permissions?
* A15: Yes, they do.  Residents retain intellectual prope

Re: [opensource-dev] FAQ posted for Third Party Viewer Policy

2010-02-28 Thread Ann Otoole
OK I have read this and in plain English it is pretty clear. 

So I expect Linden Lab will be terminating the ability to save full permissions 
textures to disk unless the person saving them uploaded them right? 

And since Linden Lab's viewer cannot determine license state of builds in view 
then Linden Lab will be removing snapshot capabilities and informing residents 
they are not allowed to view content unless they own the region and all content 
in view right? No machinima nothing. After all if it can be seen it can be 
"illegally screenshot".

Or are these restrictions only applicable to third party viewers for the 
purpose of rendering them useless?






From: Soft Linden 
To: Morgaine 
Cc: opensource-dev@lists.secondlife.com
Sent: Sat, February 27, 2010 8:31:40 PM
Subject: Re: [opensource-dev] FAQ posted for Third Party Viewer Policy

On Sat, Feb 27, 2010 at 12:47 AM, Morgaine
 wrote:
>
...

> And finally, FAQ.15 (in the context of licenses permitting free
> distribution):
>
> Q15: Do the limitations of section 2.b on content export apply to content
> that is full permissions?
> A15: Yes, they do.  Residents retain intellectual property rights in the
> content they create in Second Life and it is important for you to respect
> those rights.  By setting content to "full permissions" using the Second
> Life permissions system, a content creator merely indicates that the content
> may be copied, modified, and transferred within Second Life.  Setting
> content to "full permissions" does not provide any permission to use the
> content outside of Second Life.
>
> This is fine (surprise, surprise :P), but incomplete.  It doesn't address
> the quite common scenario of full-perm content created by Open Source or
> Creative Commons developers using 100% personal textures, and accompanied by
> a GPL, BSD, CC or other open source license which declares that the content
> may be freely copied, modified, and transferred anywhere, not only within
> Second Life.
>
> As is written in the answer A15, "Residents retain intellectual property
> rights in the content they create in Second Life and it is important for you
> to respect those rights."  Respecting their rights in this case requires you
> to to allow that content to be exported as its creator desires.  Therefore
> you either need to extend A15 with this additional case, or add another FAQ
> Q+A (preferably immediately after #15) to address it.

That might be material for the FAQ. But because there is no export
permission bit, it's not possible to add export capability for these
cases without enabling violation of others' content. At this point, I
couldn't see that affecting the TPV policy.


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Re: [opensource-dev] FAQ posted for Third Party Viewer Policy

2010-02-28 Thread Ann Otoole
The 5.6 is obviously LL shifting liability for "bad viewer" users to the person 
that wrote it. Can't blame them for that.

Only problem is the "bad viewer" writers never cared and will keep right on 
doing what they do and the counterfeiters and shoplifters will keep right on 
doing what they do using throw away accounts unimpeded.

So the net effect of this is nill except future lawsuits will have to be filed 
against the people that wrote the "bad viewers". Naturally I would love to see 
the "bad viewer" writers identities exposed as part of public record in legal 
proceedings. But I don't see it happening anytime soon.

The ripping off will continue. useful backup features will be removed from good 
viewers.

Since Joe Linden is reading and participating I must ask if LL will be 
correcting their viewers' non compliance by implementing creator only controls 
on full permissions texture save to disk or just removing the feature since the 
creator already has the texture on disk? Because if LL leaves it in then that 
constitutes export of full permissions textures regardless of creator which 
means full permissions exports should be allowed. Given Linden Lab is in an odd 
position to be making licenses for the artists like that I am curious. Which 
will it be? Is LL going to get into compliance with their own TOS or change the 
TOS? Oh and what about snapshots and machinima since there might be licensing 
issues if content not created by the filmer/photographer is in view?






From: Bryon Ruxton 
To: Morgaine ; Joe Linden 
Cc: opensource-dev@lists.secondlife.com
Sent: Sun, February 28, 2010 8:30:39 PM
Subject: Re: [opensource-dev] FAQ posted for Third Party Viewer Policy

Re: [opensource-dev] FAQ posted for Third Party Viewer Policy Morgaine, I think 
your statement is a misunderstanding on your part. It’s not “just promotion”.

You don’t have a choice but to be be listed AND comply if you want to 
legitimately connect to the grid with your viewer. As originally intended by 
LL. They are not exclusive as currently implemented and described, unless they 
change that: “agree to our Policy on Third-Party Viewers and the Second Life 
Terms of Service. If you do not agree, you are ineligible for the Viewer 
Directory, and you do not have permission to access Second Life using a 
third-party viewer.“

i.e. You either comply AND feature in the "viewer registry". OR ignore it, as 
you said and you’d be in breach of the TOS as such: “5.6 You will indemnify 
Linden lab from claims arising from breach of this Agreement by you, from your 
use of Second Life, from loss of Content due to your actions, or from alleged 
infringement by you”.

And I don’t think opting out of the "viewer registry" should or ever will be an 
option.

On 2/28/10 4:44 PM, "Morgaine"  wrote:


Joe, thanks for clarifying that what you are doing with the Directory is 
"promotion" of Third Party Viewers.  Since it's just promotion, TPV developers 
are free to ignore it when they excel on features and don't need promotion, and 
of course you will never make promotion mandatory.
>


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Re: [opensource-dev] Script memory limit vs server CPU utilization as a key metric

2010-03-10 Thread Ann Otoole


Oddly it is pretty much a fact that when over 10 avatars enter my region and 
script time goes up far enough for spare time to remain at zero the sim starts 
lagging. Lagging as in rubber banding, getting pending downloads rising, etc. 
Not sure what sort of sims you guys are looking at but it is rather obvious to 
us that actually use Second Life and have to monitor this daily and then have 
to restart the region daily or so to get the sim under control seem to have a 
totally different experience than what you describe.

Once upon a time we could get 100 avatars in a sim. Sure there would be lag. 
Lag like you now get with more than 20 in a sim.

I do see the stats in the viewer go nuts from time to time. Perhaps that is 
related to some other sim on the same host causing the swap problem? Because it 
happens from time to time even when there are only a couple of avatars in the 
sim.

Personally I think the observations made over more than a year that prove the 
sim lags when script time consumes so much time there is no spare time left in 
a frame is rather accurate. Because the lag happens every time the saturation 
occurs.

If you guys want to really help then give us the ability to disable scripts by 
attachment creator name. There are certain products that cause problems. Made 
by people LL props up as shining examples of how creators should be BTW lmao. 
Sorry but it doesn't appear to me like you guys are monitoring islands with 
even low to medium traffic too much. 

Oh and are you running 8 private islands to a host now? Or is the service that 
tries to let you know who all is on the same region simply incorrect? Thanks 
for clearing that question up if possible.




From: Kelly Linden 
To: Joel Foner 
Cc: opensource-dev@lists.secondlife.com
Sent: Tue, March 9, 2010 3:57:13 PM
Subject: Re: [opensource-dev] Script memory limit vs server CPU utilization as 
a key metric

Hi Joel.

This is an interesting issue.  You would think CPU would be the big issue, but 
really it isn't.

* We actually do a decent job of time slicing scripts.  You add a lot of 
scripts and in general just the scripts run slower, sim performance isn't that 
impacted.
* WAIT! Before you yell at me for that statement read this one: most of the 
script sources of lag are *specific* and actually caused by LSL triggered 
non-LSL events. For example temp-rezzers can kill sim performance.  It isn't 
the script that kills it though, it is the rezzing of the object, and the 
derezzing.  Yes the script causes that, but it isn't script CPU type that is 
hindering the performance. (BTW we are working on reducing the impact of 
rezzing! ssshhh)
* ALL RIGHT! Yes there are other exceptions, scripts with high script time that 
effect the sim. But these are generally exceptions.  The summary is though, 
that script CPU time is relatively well handled, though I admit it could be 
better.
* Yes better allocating script CPU time so that one user can't impact the 
scripts of everyone else is also a great goal - it just isn't as high a 
priority as script memory right now.

moving on
* Sim's going in to swap is one of the biggest issues with sim peformance we 
have right now.  It is significantly more of a problem than script CPU time.  
And when it happens all stats tank.
* The fact that script memory is unbounded, that you can have a single prim 
object with thousands of scripts (technically unlimited, but the viewer behaves 
weird after a while) is a real problem.  Someone built a GoogleFS-like system 
in SL that could in theory hold many gigabytes of data.  They thankfully never 
deployed the full system.
* When sims use too much memory they don't just affect themselves they affect 
their neighbors - the other regions running on the same host.

So yeah, it is kind of weird, but memory is the bigger performance issue so we 
have chosen to address it first.

 - Kelly

PS - nice to chat with you again, feel free to contact me directly if you wanna 
chat more. Hope things are going well.


On Tue, Mar 9, 2010 at 10:49 AM, Joel Foner  wrote:

Many apologies if this has been discussed at length in a place that I've 
missed...
>
>
>I'm a bit baffled by the continuing strong focus on memory utilization of 
>scripts rather than CPU load on the host servers. If (maybe I'm missing an 
>important issue here) the issue is to avoid a resident or scripted item from 
>causing performance problems on a region, wouldn't the relative CPU load 
>imposed by that script be a critical item? 
>
>
>I understand that if the total active memory size for a server goes above it's 
>physical available RAM, then paging would increase and potentially create 
>issues. Is there some objective analysis of servers with the Second Life 
>simulator code on to show that they go into continuous swap mode in this case, 
>or is it occasional "blips" of performance degradation on a slower interval? 
>It seems to me that having continuing excessive CP

Re: [opensource-dev] Script memory limit vs server CPU utilization as a key metric

2010-03-10 Thread Ann Otoole
Please do not answer my query directed to Kelly Linden unless you are Kelly 
Linden. 






From: Argent Stonecutter 
To: opensource-dev@lists.secondlife.com
Sent: Wed, March 10, 2010 7:37:18 AM
Subject: Re: [opensource-dev] Script memory limit vs server CPU utilization as 
a key metric

On 2010-03-10, at 05:51, Ann Otoole wrote:
> Oddly it is pretty much a fact that when over 10 avatars enter my  
> region and script time goes up far enough for spare time to remain  
> at zero the sim starts lagging. Lagging as in rubber banding,  
> getting pending downloads rising, etc.

Which is caused by script memory getting so high that the sim starts  
swapping. Yes, that may show as high script time because the time  
needed to swap in the scripts again will get charged against the script.

Whether the scripts are disabled or not is irrelevant, if they're  
still loaded.

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Re: [opensource-dev] Request for comments about llSetAgentEnvironment / SVC-5520

2010-03-11 Thread Ann Otoole
What would be wrong with a dialog that informs the visitor they can have an 
enhanced experience by accepting the environment settings that are optimal.
Of course some of us would want those settings to become an available option 
anywhere so it is a matter of the owner providing the settings and the server 
sending the xml down to the client and installing them in the appropriate 
directories (sky, water, etc.)

An example would be the Bryn Oh Immersiva region. It takes quite a bit of time 
to adjust the touchy and near impossible to fine tune sky settings to meet the 
settings that are made available by touching a kiosk. So not only do we need 
these settings to come down on demand automatically the windlight settings need 
to have value input boxes for exact settings instead of the sliders that are 
difficult to get to a specific setting.

As for the concerns of malicious intent well there is an abuse reporting system 
for that. In addition glow needs to be restricted to 0 to 1. Anything over 1 
can damage a video card so it should not even be allowed to overdrive like 
that. I learned the hard way when i literally burned up a dual SLI system 
experimenting with modulating glow. The ozone stench was significant.



From: Kelly Linden 
To: Maggie Leber (sl: Maggie Darwin) 
Cc: opensource-dev@lists.secondlife.com
Sent: Wed, March 10, 2010 12:57:50 PM
Subject: Re: [opensource-dev] Request for comments about llSetAgentEnvironment 
/ SVC-5520   




On Wed, Mar 10, 2010 at 9:53 AM, Maggie Leber (sl: Maggie Darwin) 
 wrote:
>
>>If it was easier to do, would you even be lobbying to make them
>>automatic under the control of the parcel owner?
>

Absolutely. In fact, being easy to change / fix / revert would be a pre-req in 
my mind. 
>
>
>>> I think we get more amazing in world experiences that way.
>
>If I'm going to have "amazing experiences", I'd like to to be
>>voluntary, thanks. And if you're going to accuse me of
>>"fear-mongering" and "panic", do kindly read the JIRAs first.
>

They should be voluntary in the sense that any content or place in SL is 
voluntary.  The very sky around you should be part of the content, part of the 
place. I can't get over how awesome I think that would be.

 - Kelly


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Re: [opensource-dev] Open Viewer Development Announcement

2010-08-17 Thread Ann Otoole
I use SLv2 code base viewers unless I need to go into complex build 
environments. The SLv2 code has a lot of performance issues that don't exist in 
the 1.x code. And it has nothing to do with avatar attachments since the 
crashes 
occur in regions with only me in them. When I need to go to those "fabulous 
builds" (with ktris/fr measurements in the range of 3 million polys or more) I 
am forced to use snowglobe 1.4. I think there is a lot of efficiency to be 
gained from revisiting the menus/commands and considering a multi row user 
configurable hot bar for people to customize for the modes they operate in.

So anyway...

How about soliciting requirements from us customers and then letting us 
customers prioritize them and then you go through the process of explaining why 
you will or will not implement. Maybe there is a bastion of software 
methodology 
expertise amongst us customers and we could organize a requirements system for 
you. Then the OS developers can choose if they want to continue with the high 
demand features in a TPV for SL or just take what the customers are asking for 
to open sim. Oh and metrics accessible to in world devs to back up decisions 
regarding establishing limits would be good so we can run the tests ourselves 
and see if we come up with different results. Like how scriptless attachments 
don't slow me down on tp or crossings so to me the issue people have, as proven 
by having them get rid of the lousy scripts infesting hair and shoes and then 
them wearing the scriptless attachments while teleporting and they stop having 
issues is important. Just making assumptions all attachments are the cause of 
all issues is an error since the issue appears to solidly be associated with 
the 
scripts.

>> Linden Lab will absolutely have the final word about what goes into 
>> the 
>>viewer. 
>>

Sure. Of course. I for one have no expectation of LL putting in the jiggle 
feature. I don't even care because I don't use it nor any viewer with it. But I 
am one person. From my technical perspective opinion it is a hack and does not 
take into account chest/neck/pectoral attachments that may be part of an 
expensive oufit. Therefore it is not what I would call a professional feature 
because it interferes with or fails dominant use cases and requirements even 
though it is a very much in demand capability that keeps vast numbers of people 
from using your viewer as they openly state jiggle is why they do not use LL 
viewers. 


>> We're a multi-million dollar business with hundreds of   thousands of 
>>customers,

Yes. As long as we customers, as an aggregate group, decide to keep giving you 
all those millions of dollars. 


>> some kind of product management and quality control

Really? Why do previously fixed defects keep coming back? There is one I have 
always wondered about. How many times has an LL dev fixed the broken high 
resolution snapshot feature the majority of businesses rely upon, or rather 
once 
upon a time relied upon, for product imagery to create effective marketing? 
That 
is just one defect I recall having been fixed 3 times and then obviously 
overwritten by someone's obsolete code from their hard drive. SQA, or apparent 
lack of it, is a frequent theme amongst LL bashing festivals in various forums 
I 
have seen. Since I am not in your building and privy to your actual processes I 
can only go by what is observed in your deliverables. As for product 
management? 
I can't really go into this topic without getting personal so I won't.

BTW large groups of customers screaming at you is a serious symptom the board 
needs to concern themselves with. IMHO anyway. I suppose you can stop holding 
office hours and eliminate that issue if people won't maintain their 
professional bearing and sense of self control in meetings.

Is LL even open to constructive feedback about all aspects of LL's product 
delivery? Or is this restricted only to what LL exposes for feedback? Since 
this 
list is OS dev then I am curious about where the feedback mechanisms will be 
for 
the other aspects of LL's service delivery.

Thank you for the opportunity of having a dialog.

-

From: Oz Linden (Scott Lawrence) 
To: Henri Beauchamp 
Cc: opensource-dev@lists.secondlife.com
Sent: Mon, August 16, 2010 2:56:25 PM
Subject: Re: [opensource-dev] Open Viewer Development Announcement

I've said this before, and I'll repeat it again here:

Don't waste everyones time suggesting that we throw away Viewer 2, or that 
we revert the UI to Viewer 1.   It is absolutely not going to happen, and 
any suggestion to that effect will be ignored.

That does not mean that we don't recognize that some choices in V2 were not 
optimal, and that some probably need to be revisited, and we're open to 
doing that.  But we will do it in the context of calm discussions of what 
problems exist and creative ideas for how to solve them.  We are not moving 
backwa

Re: [opensource-dev] display names = the end of 1.x viewers?

2010-08-19 Thread Ann Otoole
Do I understand you correctly that new accounts can make their name anything 
including existing account names? 





From: Kelly Linden 
To: Jesse Barnett 
Cc: opensource-dev@lists.secondlife.com; Baloo Uriza 
Sent: Thu, August 19, 2010 11:27:21 AM
Subject: Re: [opensource-dev] display names = the end of 1.x viewers?


On Thu, Aug 19, 2010 at 4:18 AM, Jesse Barnett  wrote:

baloo198731.residentPlenty of names available.
>

I just wanted to point out that this theoretical new user's username would be 
baloo198731, it would not be baloo198731.resident. The 'Resident' isn't really 
a 
part of a new user's identity. It is only shown to viewers that do not support 
display names and legacy LSL script calls - in other words that last name is 
only there when required for backwards compatibility.



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Re: [opensource-dev] Malicious payloads in third-party viewers: is the policy worth anything?

2010-08-22 Thread Ann Otoole
I hate replying to a policy thread here but will make this one time exception 
for my humble input for LL's consideration:

What I think LL should consider is something in the TPV policy that prohibits 
any tpv from connecting  to any non LL server for any reason when a LL grid is 
selected for login. This simple  policy, if correctly followed, would have 
prevented the incident. It  would also eliminate a tpv team from monitoring 
logins and usage but  then where exactly did they get to do that in the first 
place? It is a  missed policy bullet. There is no reason a client should 
connect 
to  anything except an LL server when an LL grid is selected. LL needs to be 
totally security conscious about the login  process and what rigid requirements 
must be met for connecting to the LL  grids.

I.e.; I watch my port activity. Everyone should. But not everyone would know 
what they are looking at. But had they been watching I bet they would have been 
wanting to know what all those connections to that host were all about right 
away. Had I been using Emerald and saw thirty something connections to 
iheartanime dot com appear I would have been raising hell immediately. What you 
connect to on the internet can be and is monitored sometimes and being open to 
forced connections to something really bad would be extremely unfortunate for 
many that have tom be squeaky clean. 


I use Kirstens and I don't even care much for it's connection for motd. However 
it does tell me when the latest release is available and that is very useful 
information. Maybe there is a way for LL to provide motd bullets for tpvs so 
they can get the word out about updates or something.

There has to be a better way.

Regards

Ann Otoole InSL





From: Brian McGroarty 
To: Thomas Grimshaw 
Cc: opensource-dev@lists.secondlife.com
Sent: Sat, August 21, 2010 10:33:52 AM
Subject: Re: [opensource-dev] Malicious payloads in third-party viewers: is the 
policy worth anything?

On Sat, Aug 21, 2010 at 7:04 AM, Thomas Grimshaw  wrote:
>  Loading 1mb of content per user is hardly a denial of service attack.
> Crosslinking occurs everywhere on the web, this is simply nothing but
> paranoid bull.

"Crosslinking" drops the context of hiding gibberish requests to a
critic's website in a hidden frame that will never be revealed to the
user. This isn't a mere hyperlink to another page or naively stealing
someone else's image hosting.

My read (but I'm no lawyer) is that this looks like 2.d.iii of
http://secondlife.com/corporate/tpv.php and we're already having that
discussion. If anyone can come up with specific reasons why this might
have had legitimate reason to be there, or how this one could be yet
another oversight or mistake, that would be helpful. I sure haven't
heard any to date.

-- 
Brian McGroarty | Linden Lab
Sent from my Newton MP2100 via acoustic coupler
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Re: [opensource-dev] Plugins/Modular architecture

2010-09-03 Thread Ann Otoole
Has this project code been brought forward to Visual Studio 2010?





From: Oz Linden (Scott Lawrence) 
To: opensource-dev@lists.secondlife.com
Sent: Fri, September 3, 2010 9:32:54 AM
Subject: Re: [opensource-dev] Plugins/Modular architecture

  On 2010-09-03 9:14, Lawson English wrote:
>On 9/2/10 8:13 AM, Talia Tokugawa wrote:
>> [...]
>> I know this has been suggested before as friends have suggested it.
>> Why not make the viewer more Modular? Introduce a plugin architecture.
>> Allow any user to "build" their own client that fits their needs and
>> requirements.
>>
> Its a HUGE undertaking to do that. LL wasn't willing to tackle the issue
> directly years ago and they probably don't have the resources to do it
> now. It would have to be a community-lead effort and I'm not sure that
> developers are willing to invest the time to refactor the viewer at that
> level unless LL will be willing to seriously consider using the
> resulting re-architectured viewer.

Try us...

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Re: [opensource-dev] Plugins/Modular architecture

2010-09-04 Thread Ann Otoole
Why would anyone be burning time on VS2008 when VS2010 is the current 
environment?






From: Brendan Wilson 
To: OpenSource Mailing List 
Sent: Sat, September 4, 2010 9:00:33 AM
Subject: Re: [opensource-dev] Plugins/Modular architecture

 
Not yet they have just started working on bring it to VS2008 and even doing 
that 
is by a lot of effort from the OS community there even a jira on at least bring 
it to VS2008(vc90)
 
From:opensource-dev-boun...@lists.secondlife.com 
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Ann Otoole
Sent: Friday, September 03, 2010 10:11 AM
To: Oz Linden (Scott Lawrence); opensource-dev@lists.secondlife.com
Subject: Re: [opensource-dev] Plugins/Modular architecture
 
Has this project code been brought forward to Visual Studio 2010?
 


 
From:Oz Linden (Scott Lawrence) 
To: opensource-dev@lists.secondlife.com
Sent: Fri, September 3, 2010 9:32:54 AM
Subject: Re: [opensource-dev] Plugins/Modular architecture

  On 2010-09-03 9:14, Lawson English wrote:
>On 9/2/10 8:13 AM, Talia Tokugawa wrote:
>> [...]
>> I know this has been suggested before as friends have suggested it.
>> Why not make the viewer more Modular? Introduce a plugin architecture.
>> Allow any user to "build" their own client that fits their needs and
>> requirements.
>>
> Its a HUGE undertaking to do that. LL wasn't willing to tackle the issue
> directly years ago and they probably don't have the resources to do it
> now. It would have to be a community-lead effort and I'm not sure that
> developers are willing to invest the time to refactor the viewer at that
> level unless LL will be willing to seriously consider using the
> resulting re-architectured viewer.

Try us...

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No virus found in this incoming message.
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02:34:00


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Re: [opensource-dev] Plugins/Modular architecture

2010-09-04 Thread Ann Otoole
you mean like the obsolete libraries that show up with tp SL viewers? Like the 
one that dumps a bunch of garbage in the root and then does not uninstall them? 
And that screws up the system forcing you to have to redu windows updates to 
overwrite the obsolete libs from 2005?





From: Nicky Perian 
To: Ann Otoole ; Brendan Wilson 
; OpenSource Mailing List 

Sent: Sat, September 4, 2010 1:14:14 PM
Subject: Re: [opensource-dev] Plugins/Modular architecture


Libraries, Libraries, Libraries and MS redistribution hell.




From: Ann Otoole 
To: Brendan Wilson ; OpenSource Mailing List 

Sent: Sat, September 4, 2010 12:10:12 PM
Subject: Re: [opensource-dev] Plugins/Modular  architecture


Why would anyone be burning time on VS2008 when VS2010 is the current 
environment?






From: Brendan Wilson 
To: OpenSource Mailing List 
Sent: Sat, September 4, 2010 9:00:33 AM
Subject: Re: [opensource-dev] Plugins/Modular architecture

 
Not yet they have just started working on bring it to VS2008 and even doing 
that 
is by a lot of effort from the OS community there even a jira on at least bring 
it to VS2008(vc90)
 
From:opensource-dev-boun...@lists.secondlife.com 
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Ann Otoole
Sent: Friday, September 03, 2010 10:11 AM
To: Oz Linden (Scott Lawrence); opensource-dev@lists.secondlife.com
Subject: Re: [opensource-dev] Plugins/Modular architecture
 
Has this project code been brought forward to Visual Studio 2010?
 


 
From:Oz Linden (Scott Lawrence) 
To: opensource-dev@lists.secondlife.com
Sent: Fri, September 3, 2010 9:32:54 AM
Subject: Re: [opensource-dev] Plugins/Modular architecture

  On 2010-09-03 9:14, Lawson English wrote:
>On 9/2/10 8:13 AM, Talia Tokugawa wrote:
>> [...]
>> I know this has been suggested before as friends have suggested it.
>> Why not make the viewer more Modular? Introduce a plugin architecture.
>> Allow any user to "build" their own client that fits their needs and
>> requirements.
>>
> Its a HUGE undertaking to do that. LL wasn't willing to tackle the issue
> directly years ago and they probably don't have the resources to do it
> now. It would have to be a community-lead effort and I'm not sure that
> developers are willing to invest the time to refactor the viewer at that
> level unless LL will be willing to seriously consider using the
> resulting re-architectured viewer.

Try us...

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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.851 / Virus Database: 271.1.1/3113 - Release Date: 09/04/10 
02:34:00


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Re: [opensource-dev] Retaining Newbies (Was: The Plan for Snowglobe)

2010-09-11 Thread Ann Otoole
Sitearm Madonna just hosted a discussion on this topic today. Perhaps you 
should 
contact Sitearm for a transcript.





From: Dilly Dobbs 
To: Tateru Nino 
Cc: opensource-dev@lists.secondlife.com
Sent: Sat, September 11, 2010 2:39:10 PM
Subject: Re: [opensource-dev] Retaining Newbies (Was: The Plan for Snowglobe)

  On 9/11/2010 1:11 PM, Tateru Nino wrote:
>Well, as far as this mailing list goes, it should largely be kept to
> viewer features/changes/improvements. Anything that happens beyond the
> viewer is kind of out-of-scope.
>
> On 12/09/2010 4:05 AM, Robert Martin wrote:
>> On Sat, Sep 11, 2010 at 1:52 PM, dilly dobbs   wrote:
>>> We all seem like intelligent adults that could come to an agreement on how
>>> to add priority to the issues that we would like to see addressed.  And yes
>>> i work in an Agile dev software shop so im sorry about the lingo.
>>> Opinions, and ideas on this ?
>> I would like to put my paws into this kind of thing could we get an
>> indoor type inworld location for this??
>>
Any one that would like to participate in something like this please 
feel free to send me an IM in world and we can get the ball rolling.

Dilly Dawes  in world


Thanks
Dilly

-- 
I love deadlines. I like the whooshing sound they make as they fly by

Douglas Adams

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Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Ann Otoole
I am not in the fan club of miring Second Life in the past. Another reason 
people don't stay is because all the current video games look so much better. 


However that has nothing to do with something working right on one build and 
then not working right on the next build and then trying to hide the defective 
coding by forcing settings to a higher level. I'm a little taken aback that 
such 
a tactic would be suggested. Why can't someone, specifically whoever made the 
changes, do a diff and look at the changes and come to a comprehension of 
exactly why this behavior commenced? 



(Why when I was a group development manager at the evil empire we had to walk a 
mile in the snow to fetch a pail of electricity to run the build system with 
and nm)



From: Oz Linden (Scott Lawrence) 
To: Esbee Linden (Sarah Hutchinson) ; opensource-dev 

Sent: Sun, September 12, 2010 9:22:22 AM
Subject: [opensource-dev] Severe water flicker in recent development build

  I'm seeing what I believe is the same problem described in SNOW-745 in 
our current development viewer.
Second Life 2.1.2 (209297)

I added some detail to the issue description.

It's very irritating.   I think we need to do something about it (might 
we be able to force Atmospheric Shaders to 'on'?  That appears to 
suppress the problem).

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Re: [opensource-dev] Snowstorm - Product Engine?

2010-09-16 Thread Ann Otoole
What is this "Product Engine" I see references to (made apparently by team 
shining) in the Scrum summaries?



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Re: [opensource-dev] Snowstorm - Product Engine?

2010-09-16 Thread Ann Otoole
But the question is what is the "Product Engine"? (I've seen the pics of those 
kids over there doing the work. They look like they like to have fun.)






From: Yoz Grahame 
To: Ann Otoole 
Cc: opensource-dev@lists.secondlife.com
Sent: Thu, September 16, 2010 4:07:14 PM
Subject: Re: [opensource-dev] Snowstorm - Product Engine?



On 16 September 2010 13:04, Ann Otoole  wrote:

What is this "Product Engine" I see references to (made apparently by team 
shining) in the Scrum summaries?

They're an external contract team doing engineering and QA work for us.

-- Yoz


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Re: [opensource-dev] Openjpeg/KDU the cold hard metrics

2010-09-22 Thread Ann Otoole
How many textures do you need? I bet I have a bunch that are perfectly OK for 
this purpose as well as for commercial use. And if you need more I can generate 
them using filters.

I.e.; this is not a block.





From: Robin Cornelius 
To: Sheet Spotter 
Cc: opensource-dev 
Sent: Wed, September 22, 2010 3:55:20 AM
Subject: Re: [opensource-dev] Openjpeg/KDU the cold hard metrics

On Wed, Sep 22, 2010 at 4:01 AM, Sheet Spotter  wrote:
> I would love to see Robin's test harness. I would also love to see the
> images that failed with v2.

For the record I cannot give you (or anyone else) the images that
failed, I was testing against a random selection of images pulled from
the texture cache (and yes i know how to get a complete image out the
cache) i wanted it to be a fair cross section of real SL textures not
contrived test cases. I can probably people on an individual basis
UUIDs of failed images but i'm afraid you will have to obtain the
images yourselves I can't just go around distributing SL textures that
are not mine.

Maybe we can make a collection of test textures that we (the
collective we) own, if an individual copyright holder has textures
they can donate we can build a collection of test textures that can be
used for metrics now and in the future.

>
> I started diving into the v2 branch of OpenJPEG a few days ago, after
> research JPEG 2000 for a week. Tackling the bugs from the failed images
> might be a good way to become more familiar with the source code.

I can get full back traces to the offending lines which will be some help.

>
> I posted a very minor patch correcting some simple build problems with the
> DLL version of OpenJPEG V2.
>http://code.google.com/p/openjpeg/issues/detail?id=40

Yes i had to fix a few issues to get the dll to build, nothing major.

> Thank you for publishing your results, Robin. They are encouraging me to
> continue looking at OpenJPEG v2.

Thanks OJP V2 looks like its worth the effort, so far using it with
the viewer is failing badly. Encode now i've stopped it crashing is
failing causing  a "bake loop of hell" which consumes massive amounts
of CPU time and spams the LL servers with bakes, so bad all around.

As for the test harness, Yes let me tidy it slightly and I'll publish
it, its really simple but i'm lazily working around one issue with
error reporting currently. I also hopefully will have some new data
tonight myself, looks like my results are artificially slow, BUT there
remains a massive difference between KDU and openjpg, possibly worse
than the x4 data i obtained, maybe in the order of x16-x20 slower but
i need to rerun all the tests. This could also explain why SSE was
showing odd results.

Robin
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Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature request

2010-09-27 Thread Ann Otoole
The issue is all these crappy old obsolete resizers and texture changers.

How about a different approach? 
Step one is complete. Some of us have worked and posted for free various 
versions of the fast resizers in one script. So there is no excuse for anyone 
to 
continue building new content using the obsolete versions. 

Step 2 would be to do the same for texture changers which is a different animal.
Step 3 would be an official public awareness campaign to get creators on board.
Step 4 might be some sort of program to get people to trade in their old script 
abusing shoes and hair on new versions that are not abusive.
Step 5 might be to just kill the old abusive scripts when detected. 

Then LL can begin working on the other popular items notorious for infringing 
on 
others rights to a stable sim they are paying tier in.

All this time an effort is going into mesh to get people to be aware of vertice 
counts. How about a similar effort around script resource abuse?

Then you don't have to sandbag regions to get to a tool for estate owners to 
eject what they feel are script abusers.






From: Kelly Linden 
To: Brandon Husbands 
Cc: opensource-dev@lists.secondlife.com
Sent: Tue, September 28, 2010 1:55:57 AM
Subject: Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature 
request

There are multiple issues at play here:
What I understand is that the viewer is flogging our servers to brute force 
build the data being requested.  Yes, you get the results, yes it can take a 
bit 
of time for complex avatars or objects - and a lot more work is being done than 
is necessary both by the viewer and the server. When we look at implementing a 
feature request it is not in our best interest to just look at the quickest, 
dirtiest way to get the job done. We want to implement a feature that will work 
smoothly and be something we can support into the future. Our access to and 
responsibility for the server side as well as the viewer gives us both a better 
opportunity as well as increased responsibility.

Just to be clear, the work done by other viewer teams is very good work and 
they 
have done a great job with the tools they have. I only wish we could have been 
quicker to expose better tools to them.

Secondly, while some of our teams may have a primary focus on either the viewer 
or the server, other teams - such as the Land team - are built to focus on 
products as a whole. Estate, region and parcel tools are features we feel 
deserve to be looked at and evaluated as a product from end to end. These 
features almost always benefit from both viewer and server development. It is 
also beneficial to keep the backlogs of related functionality together so we 
can 
better prioritize the features and bugs that effect the Land product against 
each other.

So, *yes* it is quite possible to implement this check in the viewer alone, and 
kudos to the team(s) that have done it. However, we feel obligated to do a more 
thorough solution by fixing the server and viewer together, and to prioritize 
this feature request against the many other feature requests for the Land 
product.

 - Kelly

P.S. I am also not sure on the legal issues involved around the software 
licenses here. As far as I'm aware we still require a contributors agreement 
and 
it is not clear that the code added to the jira was actually written by the 
person who attached it to jira, whether that person has a contributors 
agreement 
or what license was attached to that code. At the very least I am guessing it 
is 
extremely bad form to submit code you don't own and didn't create into the jira.


On Mon, Sep 27, 2010 at 10:24 PM, Brandon Husbands  wrote:

Just to iterate that it does work.
>
>[22:22]  Counting scripts. Please wait.
>[22:22]  Counted scripts on object SL Exchange Magic Box white: 5
>
>Works for any object.
>The code even allows you if you have permissions to remove all scripts which 
>is 
>a desperately needed function with all the poorly scripted re-sizer scripts in 
>object.
>
>
>
>On Tue, Sep 28, 2010 at 12:18 AM, miss c  wrote:
>
>It isn't a server feature, this works right now in all the OTHER viewers.  I 
>attached like 10 files from the source code of all those viewers, the same 
>exact 
>files in each viewer that does this NOW.  Did you even read my Jira??  I 
>worked 
>so hard to supply every bit of information.  Unless you have allowed all these 
>other viewers access to the server code, I think there has been a mistake, 
>could 
>you please reread my Jira.
>>
>>TY
>>
>>Miss
>>
>>
>>
>>

From: Brandon Husbands 
>>To: Sarah (Esbee) Hutchinson 
>>Cc: miss c ; opensource-dev@lists.secondlife.com
>>Sent: Tue, September 28, 2010 12:12:33 AM
>>
>>Subject: Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature 
>>request
>>
>>
>>Actually no its a viewer feature...
>>
>>http://hg.phoenixviewer.com/phoenix-sg/file/cc7894faa410/indra/newview/scr

Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature request

2010-09-28 Thread Ann Otoole
I give you an image of what thousands of people are wearing and dozens more buy 
daily for less than L$200: http://annotoole.com/images/nuclearshoes.png (not my 
product btw)

11456kb each shoe? seriously? So 20 avatars in a club with these uses 458MB of 
region memory? 


Yes. A public awareness campaign is sorely needed.




From: Ann Otoole 
To: opensource-dev@lists.secondlife.com
Sent: Tue, September 28, 2010 2:52:53 AM
Subject: Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature 
request


The issue is all these crappy old obsolete resizers and texture changers.

How about a different approach? 
Step one is complete. Some of us have worked and posted for free various 
versions of the fast resizers in one script. So there is no excuse for anyone 
to 
continue building new content using the obsolete versions. 

Step 2 would be to do the same for texture changers which is a different animal.
Step 3 would be an official public awareness campaign to get creators on board.
Step 4 might be some sort of program to get people to trade in their old script 
abusing shoes and hair on new versions that are not abusive.
Step 5 might be to just kill the old abusive scripts when detected. 

Then LL can begin working on the other popular items notorious for infringing 
on 
others rights to  a stable sim they are paying tier in.

All this time an effort is going into mesh to get people to be aware of vertice 
counts. How about a similar effort around script resource abuse?

Then you don't have to sandbag regions to get to a tool for estate owners to 
eject what they feel are script abusers.






From: Kelly Linden 
To: Brandon Husbands 
Cc: opensource-dev@lists.secondlife.com
Sent: Tue, September 28, 2010 1:55:57 AM
Subject: Re:  [opensource-dev] 2.0 Absolute Dealbreaker - script count feature 
request

There are multiple issues at play here:
What I understand is that the viewer is flogging our servers to brute force 
build the data being requested.  Yes, you get the results, yes it can take a 
bit 
of time for complex avatars or objects - and a lot more work is being done than 
is necessary both by the viewer and the server. When we look at implementing a 
feature request it is not in our best interest to just look at the quickest, 
dirtiest way to get the job done. We want to implement a feature that will work 
smoothly and be something we can support into the future. Our access to and 
responsibility for the server side as well as the viewer gives us both a better 
opportunity as well as increased responsibility.

Just to be clear, the work done by other viewer teams is very good work and 
they 
have done a great job with the tools they have. I only wish we could have been 
quicker to expose better tools to them.

Secondly, while some of our teams may have a primary focus on either the viewer 
or the server, other teams - such as the Land team - are built to focus on 
products as a whole. Estate, region and parcel tools are features we feel 
deserve to be looked at and evaluated as a product from end to end. These 
features almost always benefit from both viewer and server development. It is 
also beneficial to keep the backlogs of related functionality together so we 
can 
better prioritize the features and bugs that effect the Land product against 
each other.

So, *yes* it is quite possible to implement this check in the viewer alone, and 
kudos to the team(s) that have done it. However, we feel obligated to do a more 
thorough solution by fixing the server and viewer together, and to prioritize 
this feature request against the many other feature requests for the Land 
product.

 - Kelly

P.S. I am also not sure on the legal issues involved around the software 
licenses here. As far as I'm aware we still require a contributors agreement 
and 
it is not clear that the code added to the jira was actually written by the 
person who attached it to jira, whether that person has a contributors 
agreement 
or what license was attached to that code. At the very least I am guessing it 
is 
extremely bad form to submit code you don't own and didn't create into the jira.


On Mon, Sep 27, 2010 at 10:24 PM, Brandon Husbands  wrote:

Just to iterate that it does work.
>
>[22:22]  Counting scripts. Please wait.
>[22:22]  Counted scripts on object SL Exchange Magic Box white: 5
>
>Works for any object.
>The code even allows you if you have permissions to remove all scripts which 
>is 
>a desperately needed function with all the poorly scripted re-sizer scripts in 
>object.
>
>
>
>On Tue, Sep 28, 2010 at 12:18 AM, miss c  wrote:
>
>It isn't a server feature, this works right now in all the OTHER viewers.  I 
>attached like 10 files from the source code of all those viewers, the same 
>exact 
>files in each viewer that does this NOW.  Did you even read my Jira??  I 
>

Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature request

2010-09-28 Thread Ann Otoole
this isn't the place for that and LL needs to weigh in on things like this. 
It isn't the only one and one person LL openly promotes also sells over 
scripted 
shoes. 

If we are going after one we have to go after the ones LL promotes as well. 
Better for LL to step up first.





From: Lance Corrimal 
To: opensource-dev@lists.secondlife.com
Sent: Tue, September 28, 2010 5:06:06 AM
Subject: Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature 
request

Am Dienstag, 28. September 2010, 10:09:07 schrieb Ann Otoole:
> I give you an image of what thousands of people are wearing and dozens more
> buy daily for less than L$200:
> http://annotoole.com/images/nuclearshoes.png (not my product btw)
> 
> 11456kb each shoe? seriously? So 20 avatars in a club with these uses 458MB
> of region memory?
> 
> 
> Yes. A public awareness campaign is sorely needed.


for that it needs to be known what shoe that is, who makes it, and the link to 
the SLU and blogorums post that makes the public actually aware...
i mean, checking with the script floater AFTER you bought the shoes isn't 
going to make that creator aware of what shit he/she sells by reducing their 
sales.

therefor:
name shame and blame please.
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Re: [opensource-dev] Overview of JPEG 2000 codec

2010-10-01 Thread Ann Otoole


That would indicate we need region/location information panels accessible prior 
to teleport informing people of the expected bandwidth cost of the location. 

That way people on bandwidth limited plans can try to avoid going places that 
are costly.
Want more traffic? Learn how to minimize texture counts.



From: Lance Corrimal 
To: opensource-dev@lists.secondlife.com
Sent: Fri, October 1, 2010 4:54:31 AM
Subject: Re: [opensource-dev] Overview of JPEG 2000 codec

Am Freitag, 1. Oktober 2010, 10:26:46 schrieb Yoz Grahame:

> Another format referenced in the discussion is JPEG-XR (originally released
> as "HD Photo" by Microsoft, now an ISO standard), which has all of the
> above features. It might be worth doing a comparison, bearing in mind that
> compression/quality ratio is not the only thing we care about.


did you ever notice how may people are online in SL only at the beginning of 
the month?

...yes, that's because their connection gets capped after a few days of SL 
usage... because SL kicks up even more traffic than downloading pirated music 
0.o



or in other words, minimizing traffic through higher compression of textures 
could be a nice thing.

bye,
LC
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Re: [opensource-dev] Question about LOD debug setting

2010-10-03 Thread Ann Otoole
It simply depends on your computer and video card. I can run that setting at 4 
with no noticeable difference. 


LL's quest to remain mired in circa 1999 graphics is admirable and noble and 
all 
but is costing SL/LL a vast amount of money. When mesh is rolled out and the 
inevitable "use all available resources" happens then I dare say SL will look a 
lot better but will probably lose the lower end anyway as they get tired and 
drop out because they can't have a decent experience and they choose alcohol, 
tobacco, reefer, and pizza over a decent gaming rig.

As is said at Microsoft: Upgrade or die" This too shall happen with SL if SL is 
to survive a long time. If LL doesn't do it then someone else will.

As for defaults yes the ultra default should be 4. LL recently changed the 
gpu_table.txt settings and any card that defults to ultra can more than handle 
RenderVolumeLODFactor at 4 with no noticeable impact. My GT240 on Kirstens with 
full shadows tweaked for realism gets a great frame rate with 
RenderVolumeLODFactor at 4. With shadows off and RenderVolumeLODFactor at 4 I 
get better than 29.97 FPS which is cinematic quality. 


However I get tired of ARC pundits spreading lies. Especially the ones saying 
mesh is low ARC since currently a theoretical mesh with 64 ktris/fr (64,000 
polys per frame) will register less than 20 ARC depending on the settings and 
scripts involved. It is, after all, one damned prim to ARC. Oh, and BTW, the 
"ARC" will have to be changed to show mesh render cost and leave out the script 
cost. Make a script cost measure and a real ktris/fr worst case cost estimate 
measure for the avatar. And then we need parcel/region render cost metrics 
available as well. And an estimated bytes downloaded measure for people on 
capped bandwidth plans. The entire concept of impact metrics needs to be 
revisited and done right IMHO.





From: leliel 
To: opensource-dev 
Sent: Sun, October 3, 2010 2:54:36 PM
Subject: Re: [opensource-dev] Question about LOD debug setting

On Sun, Oct 3, 2010 at 10:37 AM, Ponzu  wrote:
> I picked up a notecard that says to increase RenderVolumeLODFactor to 4.  Is
> this reasonable, do you think?  And if so, why not increase the default a
> bit (currently seems to be 1.125

It is reasonable, the default setting is a bit low. It varies with
your graphics settings tho, 0 for low, 1.125 for mid & high, and 2 for
ultra IIRC. I find 3 a good compromise between quality and
performance.


> Unlike increasing your draw distance, this will NOT create lag for yourself

This however, is blatantly false. If rendering everything at full
detail all the time didn't cause a drop in frame rate than why would
we even bother with LOD?
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Re: [opensource-dev] Question about LOD debug setting

2010-10-03 Thread Ann Otoole
Whats the jira for this defect you say exists that I have never once observed 
despite always using a setting of 4?

There is a different debug setting calledRenderMaxNodeSize that produces the 
behavior you noted btw. It's default is 8192. Go lower and what you describe 
happens.





From: Henri Beauchamp 
To: opensource-dev@lists.secondlife.com
Sent: Sun, October 3, 2010 7:46:24 PM
Subject: Re: [opensource-dev] Question about LOD debug setting

On Sun, 3 Oct 2010 13:37:49 -0400, Ponzu wrote:

> I picked up a notecard that says to increase RenderVolumeLODFactor to 4.  Is
> this reasonable, do you think?  And if so, why not increase the default a
> bit (currently seems to be 1.125

4 is OK for viewer v1.23.5. For Snowglobe (v1 and v2) and viewer 2, you
should not use more than 3, because when using larger values, you will
get graphic glitches with very small prims, especially with attachments:
zooming out, they will vanish (as expected), but zooming back in, they
will stay hidden 4 times out of 5 (zooming fast out and back in may
get the small primes to appear again)...

Henri.
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[opensource-dev] Latest LL viewer beta has inventory count issues?

2010-10-05 Thread Ann Otoole
Anyone else noticing the inventory counts in the latest LL beta client are 
increasingly less than the count in the production release client and that 
cache 
clear does not correct it?



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Re: [opensource-dev] Latest LL viewer beta has inventory count issues?

2010-10-05 Thread Ann Otoole
Could be related to an existing pjira which is why I asked. However it is 
restricted to code after the LL production release candidate. I observe this in 
the latest Kirstens and the beta viewer. Deleting cache and refreshing in the 
production viewer produces the expected inventory count. Therefore it "appears" 
to be related to the newer code base only.

However I do know asset data is "vanishing". I have a ticket open and never 
looked at in respect to a humble shoe texture I created and uploaded to SL that 
has vanished from the asset system. Easily replacable yes but highly annoying 
to 
know data seemingly vanishes into thin air that way. However the inventory 
record for that texture remains intact. When previewed or rezzed the texture 
just stays gray. No matter who tries to view it. That is an asset issue not an 
inventory issue.






From: Ellla McMahon 
To: Ann Otoole 
Cc: opensource-dev@lists.secondlife.com
Sent: Tue, October 5, 2010 3:41:06 PM
Subject: Re: [opensource-dev] Latest LL viewer beta has inventory count issues?

Recently reported against Second Life Server 10.9.10.210079SVC-6353Inventory 
fails to load fully


It has been ongoing for well over a year
>

so maybe not the issue you are seeing. Reporter was using Second Life 2.2.0 
(210127), so maybe this issue is more obvious in the 2.2 Beta.

Older issue SVC-5902 Client gives up before finishing to load full inventory 
due 
to packet loss and request for a refresh button VWR-23074 Unloading item on my 
inventory, cause some useless relog.

Other possibly related (to a slow/incomplete Inventory loading) issues 

* VWR-23308Can't rename a new folder
* STORM-314Wear button in My Appearance greyed out


On 5 October 2010 18:04, Ann Otoole  wrote:

Anyone else noticing the inventory counts in the latest LL beta client are 
increasingly less than the count in the production release client and that 
cache 
clear does not correct it?
>
>
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Re: [opensource-dev] Where oh where has my rendering gone?

2010-10-06 Thread Ann Otoole
Or if you have an invidia card just use the control panel and make it gray 
scale. At least for viewing anyway. Might not work so good for filming.





From: Joshua Bell 
To: Kent Quirk (Q Linden) 
Cc: "opensource-dev@lists.secondlife.com" 
Sent: Wed, October 6, 2010 11:57:34 AM
Subject: Re: [opensource-dev] Where oh where has my rendering gone?


On Tue, Oct 5, 2010 at 7:29 PM, Kent Quirk (Q Linden)  
wrote:

Well, it's not quite like that. To pull this off, you'd have to take everywhere 
we set a color, and set it instead to its equivalent black and white value 
(there's a formula that's traditionally used, although there's no "correct" way 
to do it:  Y = 0.3*R + 0.59*G + 0.11*B). You *might* be able to get away with 
modifying the LLColor4 constructor to do this, but it's probably going to have 
some surprising results when you assign a value and don't get the same value 
back.
>
How about post-processing every frame before the final swapBuffers call? That 
seems like it could be done with a shader and only touching a small amount of 
code. This would affect the UI as well as the world viewport, however, without 
some significant refactoring, but given that we already have some 
post-processing effects (glow, etc) perhaps there's already a good spot to slot 
this in?

(Don't trust me too much, though, as I've never written a non-trivial shader 
and 
have never touched the viewer's render pipeline!)

Of course, once you have monochrome output, you could tweak the shader and get 
sepia-toned rendering. Old-timey SL, anyone?

-- Josh


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[opensource-dev] Local Lights

2010-10-12 Thread Ann Otoole
When is the last time anyone checked on local lights. I recall that 7 limit was 
removed a ways back and then during a discussion people were still saying there 
was a limit of 7. So I decided to test it.

This is the current LL SLv2 Beta with ultra and everything settable in the UI 
maxed: http://annotoole.com/images/256locallightsonLLbeta.png

This is in Kirstens S20(39) with the lighting on: 
http://annotoole.com/images/256locallightsonkirstensS20%2839%29.png

Yes that is two hundred and fifty six local lights on in that screenshot.

In the SLv2 Beta only 2 local lights worked at all.

Any reason why the capabilities of the LL viewer keep being ratcheted down? 



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Re: [opensource-dev] Project-MESH viewer

2010-10-16 Thread Ann Otoole
Are you planning to enable shine on prims with lighting/shadows on or is full 
lighting effects disable shininess something we need to accept as permanent and 
texture around? (Note that lighting in Kirstens also disables shine)




From: Oz Linden (Scott Lawrence) 
To: opensource-dev@lists.secondlife.com
Sent: Sat, October 16, 2010 11:01:38 AM
Subject: Re: [opensource-dev] Project-MESH viewer

  On 2010-10-15 18:00, Trilo Byte wrote:
> But on the flipside, the Project MESH viewer has working shadows for nVidia 
>GPU's on Mac (never happened before on any known config), and anti-aliasing's 
>fixed.  If we could get that bit out of the mesh viewer and into the 2.2 
>pipeline, we'd really be in great shape IMO.

The AA fix is in the 2.2 pipeline (I did that merge) ... not sure about 
the other (since I don't know which change that was).

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Re: [opensource-dev] Project-MESH viewer

2010-10-16 Thread Ann Otoole
There is no shine at all when lighting/shadows is enabled. Sorry. None 
whatsoever. Full shine black is just flat black. Full shine white is just flat 
white. Full shine textures are just the textures. It is completely broken. And 
this, in turn, "breaks content" that was sold with the expectation it was shiny.

On the bright side it might make people rely less on shine to hide things that 
cannot be textured properly (sculpts generated from a wad of prims) or to cover 
a lack of decent texturing. I'm already discontinuing use of shine as much as 
possible because of this content breaker.

And yes we will need the other aspects of texturing for mesh as soon as 
possible 
if possible. Wet looking skin with bulging veins on Cthu'lhu would indeed be 
awesome.

But shine was broken once with windlight. Now it has been obliterated with 
deferred rendering.

I don't expect to live long enough to see real time true reflectivity in Second 
Life. Like latex that actually reflects. Would be nice but there are miles and 
miles to go to get that gpu capability for real time translated to opengl and 
then farther to go to show up in Second life. Or third life or whatever this 
concept is called at that point 50 years from now if there is still an internet 
(doubtful) and civilians are allowed to be in possession of computers beyond 
what they are "chipped" with.






From: Geenz Spad 
To: opensource-dev@lists.secondlife.com
Sent: Sat, October 16, 2010 12:41:48 PM
Subject: Re: [opensource-dev] Project-MESH viewer

Shiny does work with the deferred renderer (or Lighting and Shadows as it's now 
called in the Mesh viewer).  It's simply handled differently; it reflects light 
in the form of what's known as specular reflectance, instead of reflecting the 
sky environment (at one point it reflected both around 2008 and 2009). 
 Different shiny settings effects the overall brightness and distribution of 
the 
specular exponent.


On Sat, Oct 16, 2010 at 11:24 AM, Ann Otoole  wrote:

Are you planning to enable shine on prims with lighting/shadows on or is full 
lighting effects disable shininess something we need to accept as permanent and 
texture around? (Note that lighting in Kirstens also disables shine)
>
>
>

From: Oz Linden (Scott Lawrence) 
>To: opensource-dev@lists.secondlife.com
>Sent: Sat, October 16, 2010 11:01:38 AM
>Subject: Re: [opensource-dev] Project-MESH viewer
>
>
>   On 2010-10-15 18:00, Trilo Byte wrote:
>> But on the flipside, the Project MESH viewer has working shadows for nVidia 
>>GPU's on Mac (never happened before on any known config), and anti-aliasing's 
>>fixed.  If we could get that bit out of the mesh viewer and into the 2.2 
>>pipeline, we'd really be in great shape IMO.
>
>The AA fix is in the 2.2 pipeline (I did that merge) ... not sure about 
>the other (since I don't know which change that was).
>
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[opensource-dev] Flexi Prim Mesh Resolution

2010-11-03 Thread Ann Otoole
What is the purpose of the flexi prims mesh resolution slider in graphics 
preferences. 

It now appears to be forced to mid or low all the time and changing the slider 
has no observable effect whatsoever.

Second Life 2.4.0 (213715) Nov  2 2010 19:22:14 (Second Life Development)


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