[opensource-dev] Shadow Controls

2010-09-29 Thread Reed Steamroller
Basically, I got this idea from all of the controls you've got over shadows
in Maya ( a program I'm partial to ).

In particular, I'm thinking the ability to designate which objects both cast
and recieve shadows should be included in the viewer.

As well, it would be nice to specify a color for shadows cast on a per
object basis.

All of this I think could fit in the features tab in the edit window.  A
color swatch for the shadow color and some check boxes for "Cast Shadow" and
"Receive Shadow".

Maybe even a slider for shadow-edge-fuzziness?

What do you all think?

I posted a short JIRA on this subject, if you'ed like to check it out and
vote.

https://jira.secondlife.com/browse/VWR-23238?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel&focusedCommentId=214068

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Re: [opensource-dev] Shadow Controls

2010-09-30 Thread Reed Steamroller
as far as the shadows on mac goes... i think (if i was able to properly
decrypt a certain linden's techno speak) that the lack of shadows is due in
at least part of having to use an older version of the mac devkit?

On Thu, Sep 30, 2010 at 2:17 AM, Marine Kelley wrote:

> All platforms, and all video cards especially ATI. Oh the joy it would be !
>
> On a side note, I really like how shininess+brightness bump looks when
> shadows are activated. You can really make a prim look wet with this one !
>
>
>
> On 30 September 2010 05:28, Trilo Byte  wrote:
>
>> This is great, but I'd like to see the shadows implementation actually
>> working on all platforms first.
>>
>> TriloByte Zanzibar
>>
>> On Sep 29, 2010, at 6:14 PM, Reed Steamroller wrote:
>>
>> Basically, I got this idea from all of the controls you've got over
>> shadows in Maya ( a program I'm partial to ).
>>
>> In particular, I'm thinking the ability to designate which objects both
>> cast and recieve shadows should be included in the viewer.
>>
>> As well, it would be nice to specify a color for shadows cast on a per
>> object basis.
>>
>> All of this I think could fit in the features tab in the edit window.  A
>> color swatch for the shadow color and some check boxes for "Cast Shadow" and
>> "Receive Shadow".
>>
>> Maybe even a slider for shadow-edge-fuzziness?
>>
>> What do you all think?
>>
>> I posted a short JIRA on this subject, if you'ed like to check it out and
>> vote.
>>
>>
>> https://jira.secondlife.com/browse/VWR-23238?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel&focusedCommentId=214068
>>
>> --
>> William Reed Seal Foss (Reed Steamroller)
>> Chief Creative Officer
>> Sand Castle Studios LLC | Second Life
>>
>> http://www.ChangingWorldsBuildingDreams.com
>> r...@changingworldsbuildingdreams.com
>> http://www.Twitter.com/ReedSteamroller
>>  ___
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>>
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>
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William Reed Seal Foss (Reed Steamroller)
Chief Creative Officer
Sand Castle Studios LLC | Second Life

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r...@changingworldsbuildingdreams.com
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Re: [opensource-dev] Unity 3D as possible base for future (maybe even official) SL Viewers

2010-10-03 Thread Reed Steamroller
Run Unity in a VM.  Works for me.

On Sun, Oct 3, 2010 at 6:15 PM, Glen Canaday  wrote:

> On Sun, 2010-10-03 at 15:09 -0700, Daniel Smith wrote:
> >
> >
> > On Sun, Oct 3, 2010 at 2:56 PM, Glen Canaday 
> > wrote:
> > No Linux support is a total deal-breaker for me.
> >
> > I never said anything about the Linux viewer going away.
> > I note that we have Pocket Metaverse now, and have had AjaxLife in the
> > past.
> > If it helps at all, I started with BSD Unix in 1981, Linux in 1994 ;)
> >
> > As is the case with web browsers, a VR client to the same server could
> > take many forms.
> >
> > Ultimately, it's about what the community wants, and if a critical
> > mass of developers decides to give them that.  It doesn't have to be
> > an official Linden effort at all.
> >
> > All I am saying is, in 2 years time, I cant see the current codebases
> > even getting to the point where Unity 3.0 is today, in terms of
> > graphics, physics, animation, terrain, and sound.
> > But, I could see a pretty decent SL app done in Unity within that
> > amount of time.
> >
> > And, of course, I am just an interested observer.  I dont speak for
> > LL, Vivaty, AOL, Autodesk, or anywhere else I have worked :)
> >
> > Daniel
>
> It's hard to see exactly where the rendering engine will go, really, in
> 2 years. For a plugin-based client, as some (including myself) are
> rather nudging towards, the renderer is just a part of the whole and
> could in theory be hot-swapped if desired to A/B different engines. Even
> if those renderers swapped between opengl and directx, it could still
> fly. But to suggest that the main client perhaps go to something that
> does not work across the board doesn't really include the whole of the
> population - something which LL would be keen to retain.
>
> That's why I suggested Ogre instead. I personally think it would be a
> better fit and more productive to look at. Others may have different
> opinions.
>
> --GC
>
> > --
> > Daniel Smith - Sonoma County, California
> > http://daniel.org/resume
> >
>
>
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-- 
William Reed Seal Foss (Reed Steamroller)
Chief Creative Officer
Sand Castle Studios LLC | Second Life

http://www.ChangingWorldsBuildingDreams.com
r...@changingworldsbuildingdreams.com
http://www.Twitter.com/ReedSteamroller
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