From nickyperian at yahoo.com Sun Jun 1 14:06:06 2014 From: nickyperian at yahoo.com (Nicky Perian) Date: Sun, 1 Jun 2014 14:06:06 -0700 (PDT) Subject: [opensource-dev] Viewer release repository update Message-ID: <1401656766.83555.YahooMailNeo@web161605.mail.bf1.yahoo.com> Why hasn't?lindenlab / viewer-release ? Bitbucket?this been updated? lindenlab / viewer-release ? Bitbucket Second Life Viewer Release This is the canonical repository for stable viewer source. View on bitbucket.org Preview by Yahoo Release Notes/Second Life Release/3.7.9.290405 - Second Life Wiki Release Notes/Second Life Release/3.7.9.290405 - Second Life Wiki This release contains a variety of fixes to address memory leaks in the viewer. We expect to see improved performance and a lower crash rate. This update fixes a crash on exit. View on wiki.secondlife.com Preview by Yahoo -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/opensource-dev/attachments/20140601/8541f50f/attachment.htm From darien.caldwell at gmail.com Sun Jun 1 17:20:35 2014 From: darien.caldwell at gmail.com (Darien Caldwell) Date: Sun, 1 Jun 2014 17:20:35 -0700 Subject: [opensource-dev] Viewer release repository update In-Reply-To: <1401656766.83555.YahooMailNeo@web161605.mail.bf1.yahoo.com> References: <1401656766.83555.YahooMailNeo@web161605.mail.bf1.yahoo.com> Message-ID: Says it was released on the 30th, which was Friday. Maybe people just wanted to go home for the weekend and thought people could wait a few days for the source. I'm betting it will get added Monday when people go back to work. :-) -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/opensource-dev/attachments/20140601/d7336746/attachment.htm From kirstiemc555 at hotmail.co.uk Sun Jun 1 17:44:28 2014 From: kirstiemc555 at hotmail.co.uk (Whirly Fizzle) Date: Mon, 2 Jun 2014 01:44:28 +0100 Subject: [opensource-dev] Viewer release repository update In-Reply-To: References: <1401656766.83555.YahooMailNeo@web161605.mail.bf1.yahoo.com>, Message-ID: It's here: https://bitbucket.org/lindenlab/viewer-drtvwr-365/commits/all Date: Sun, 1 Jun 2014 17:20:35 -0700 From: darien.caldwell at gmail.com To: opensource-dev at lists.secondlife.com Subject: Re: [opensource-dev] Viewer release repository update Says it was released on the 30th, which was Friday. Maybe people just wanted to go home for the weekend and thought people could wait a few days for the source. I'm betting it will get added Monday when people go back to work. :-) _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/opensource-dev/attachments/20140602/1b7b9d50/attachment.htm From oz at lindenlab.com Wed Jun 4 07:26:36 2014 From: oz at lindenlab.com (Oz Linden (Scott Lawrence)) Date: Wed, 04 Jun 2014 10:26:36 -0400 Subject: [opensource-dev] MemPlugs viewer sources In-Reply-To: <20140520112641.e419f1bb.sldev@free.fr> References: <1399585730.71143.YahooMailNeo@web161602.mail.bf1.yahoo.com> <1399588479.42685.YahooMailNeo@web161605.mail.bf1.yahoo.com> <1919918.V4DUWyAzch@sai.eregion.home> <20140509102519.d81ab89d.sldev@free.fr> <1399630104.63975.YahooMailNeo@web161602.mail.bf1.yahoo.com> <1399634054.93258.YahooMailNeo@web161605.mail.bf1.yahoo.com> <1399637862.55247.YahooMailNeo@web161605.mail.bf1.yahoo.com> <20140509151202.f37e5cf0.sldev@free.fr> <20140509171207.17d1f272.sldev@hotmail.com> <536DB5BE.5050709@gmail.com> <20140520112641.e419f1bb.sldev@free.fr> Message-ID: <538F2C9C.3020306@lindenlab.com> On 2014-05-20, 05:26 , Henri Beauchamp wrote: > Greetings, > > Could we please get public access to the repository for the "Second Life > MemPlugs Viewer" which is listed in the Alternate_Viewers Wiki page > (https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers) > but which corresponding repository > (https://bitbucket.org/account/signin/?next=/lindenlabinternal/viewer-drtvwr-365), > listed in Viewer_Source_Repositories in the Wiki is closed, even after > logging in into bitbucket ? Sorry... the changes have been merged with those in the Sunshine viewer, and that merged repo is https://bitbucket.org/lindenlab/viewer-drtvwr-370 -- *Scott Lawrence* | /Technical Director, Second Life/ Skype ozlinden | Second Life Oz Linden Linden Lab| Makers of Shared Creative Spaces Check out what we're working on! -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/opensource-dev/attachments/20140604/15379d26/attachment.htm From marinekelley at gmail.com Thu Jun 12 05:33:06 2014 From: marinekelley at gmail.com (Marine Kelley) Date: Thu, 12 Jun 2014 14:33:06 +0200 Subject: [opensource-dev] Question about the rendering and how to hide textures selectively Message-ID: Hi all, I've been looking and doing trial-and-error for hours, and still haven't found out how to do this : I'd like to add a way to the RLV to actually not render the diffuse textures in world (but still render them on the avatars and their attachments, and render normal and specular maps in-world as well), both in deferred and forward rendering. Basically I want the world to look as if no texture was rezzed, except for the avatars and all their attachments. As a bonus, I want partly (not totally) transparent surfaces in world to be opaque and untextured as well. Anyone among you knows how to do that without butchering the rendering pipeline ? It shouldn't be hard, but I've been searching for hours for the spot where the viewer retrieves a texture by its UUID in the fetched textures, to apply it to a face, but no way to find that. Thanks for any pointer you could give me, Marine -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/opensource-dev/attachments/20140612/434d8e64/attachment.htm From sldev at free.fr Thu Jun 12 06:28:05 2014 From: sldev at free.fr (Henri Beauchamp) Date: Thu, 12 Jun 2014 15:28:05 +0200 Subject: [opensource-dev] Question about the rendering and how to hide textures selectively In-Reply-To: References: Message-ID: <20140612152805.4c04ddfc.sldev@free.fr> On Thu, 12 Jun 2014 14:33:06 +0200, Marine Kelley wrote: > Hi all, > > I've been looking and doing trial-and-error for hours, and still haven't > found out how to do this : > > I'd like to add a way to the RLV to actually not render the diffuse > textures in world (but still render them on the avatars and their > attachments, and render normal and specular maps in-world as well), both in > deferred and forward rendering. Basically I want the world to look as if no > texture was rezzed, except for the avatars and all their attachments. As a > bonus, I want partly (not totally) transparent surfaces in world to be > opaque and untextured as well. Wow... Quite a bit extreme... What for ??? > Anyone among you knows how to do that without butchering the rendering > pipeline ? It shouldn't be hard, but I've been searching for hours for the > spot where the viewer retrieves a texture by its UUID in the fetched > textures, to apply it to a face, but no way to find that. > > Thanks for any pointer you could give me, I suppose you could add a shader, similar to the gHighlightProgram one, and follow the same principle as what is used in llpipeline.cpp to render highlights (but instead on using your shader on just highlighted faces, you could use it on all faces of in-world objects: see the calls done for renderHighlights() in llpipeline.cpp)... In fact, you could even probably re-use gHighlightProgram and instead apply it with an opaque color instead of a semi-transparent one. Henri. From chaosstar at gmail.com Thu Jun 12 06:28:25 2014 From: chaosstar at gmail.com (Ambrosia) Date: Thu, 12 Jun 2014 15:28:25 +0200 Subject: [opensource-dev] Question about the rendering and how to hide textures selectively In-Reply-To: References: Message-ID: Why not look at parts of the code that get used for fancy displays already? For example the development -> render metadata -> physics(?) dipslay. It removes all in-world textures and shows physics as colors on the objects. I am sure you can find something interesting in that code. --Chalice Yao On Thu, Jun 12, 2014 at 2:33 PM, Marine Kelley wrote: > Hi all, > > I've been looking and doing trial-and-error for hours, and still haven't > found out how to do this : > > I'd like to add a way to the RLV to actually not render the diffuse > textures in world (but still render them on the avatars and their > attachments, and render normal and specular maps in-world as well), both in > deferred and forward rendering. Basically I want the world to look as if no > texture was rezzed, except for the avatars and all their attachments. As a > bonus, I want partly (not totally) transparent surfaces in world to be > opaque and untextured as well. > > Anyone among you knows how to do that without butchering the rendering > pipeline ? It shouldn't be hard, but I've been searching for hours for the > spot where the viewer retrieves a texture by its UUID in the fetched > textures, to apply it to a face, but no way to find that. > > Thanks for any pointer you could give me, > Marine > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/opensource-dev/attachments/20140612/367dabf4/attachment.htm From marinekelley at gmail.com Thu Jun 12 07:11:03 2014 From: marinekelley at gmail.com (Marine Kelley) Date: Thu, 12 Jun 2014 16:11:03 +0200 Subject: [opensource-dev] Question about the rendering and how to hide textures selectively In-Reply-To: References: Message-ID: Yes I have been looking into them already, but they at best display even more geometry on top of what's already rendered. I would like not to add more strain on the rendering than there already is. As for the reason, it is to go with the new features I'm adding to the RLV v2.9 (see my blog for details : realrestraint.blogspot.com). In short, it is meant for the avatar to be "blindfolded" in a more interesting way than just to have a big prim hogging the screen and blocking the view. I want the immediate vicinity to be visible but things a little farther to be hidden from view. With all the camera restrictions that come with it. All that is already done and working well, but I want the textures to be hidden (save for the bump & shine), because the color of a surface is not supposed to be visible, only the "touch feeling" of it. On a side note, this won't be appropriate only for blindfolds, but also for mazes and multiplayer games where the camera is supposed to be restricted to be close to the avatar. On 12 June 2014 15:28, Ambrosia wrote: > Why not look at parts of the code that get used for fancy displays already? > > For example the development -> render metadata -> physics(?) dipslay. It > removes all in-world textures and shows physics as colors on the objects. > > I am sure you can find something interesting in that code. > > --Chalice Yao > > > On Thu, Jun 12, 2014 at 2:33 PM, Marine Kelley > wrote: > >> Hi all, >> >> I've been looking and doing trial-and-error for hours, and still haven't >> found out how to do this : >> >> I'd like to add a way to the RLV to actually not render the diffuse >> textures in world (but still render them on the avatars and their >> attachments, and render normal and specular maps in-world as well), both in >> deferred and forward rendering. Basically I want the world to look as if no >> texture was rezzed, except for the avatars and all their attachments. As a >> bonus, I want partly (not totally) transparent surfaces in world to be >> opaque and untextured as well. >> >> Anyone among you knows how to do that without butchering the rendering >> pipeline ? It shouldn't be hard, but I've been searching for hours for the >> spot where the viewer retrieves a texture by its UUID in the fetched >> textures, to apply it to a face, but no way to find that. >> >> Thanks for any pointer you could give me, >> Marine >> >> _______________________________________________ >> Policies and (un)subscribe information available here: >> http://wiki.secondlife.com/wiki/OpenSource-Dev >> Please read the policies before posting to keep unmoderated posting >> privileges >> > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/opensource-dev/attachments/20140612/ccc7f2f4/attachment.htm From marinekelley at gmail.com Thu Jun 12 07:42:27 2014 From: marinekelley at gmail.com (Marine Kelley) Date: Thu, 12 Jun 2014 16:42:27 +0200 Subject: [opensource-dev] Question about the rendering and how to hide textures selectively In-Reply-To: References: Message-ID: Oh, right, I didn't think of looking into the "Highlight Transparent" feature, thanks ! On 12 June 2014 16:11, Marine Kelley wrote: > Yes I have been looking into them already, but they at best display even > more geometry on top of what's already rendered. I would like not to add > more strain on the rendering than there already is. As for the reason, it > is to go with the new features I'm adding to the RLV v2.9 (see my blog for > details : realrestraint.blogspot.com). In short, it is meant for the > avatar to be "blindfolded" in a more interesting way than just to have a > big prim hogging the screen and blocking the view. I want the immediate > vicinity to be visible but things a little farther to be hidden from view. > With all the camera restrictions that come with it. All that is already > done and working well, but I want the textures to be hidden (save for the > bump & shine), because the color of a surface is not supposed to be > visible, only the "touch feeling" of it. On a side note, this won't be > appropriate only for blindfolds, but also for mazes and multiplayer games > where the camera is supposed to be restricted to be close to the avatar. > > > On 12 June 2014 15:28, Ambrosia wrote: > >> Why not look at parts of the code that get used for fancy displays >> already? >> >> For example the development -> render metadata -> physics(?) dipslay. It >> removes all in-world textures and shows physics as colors on the objects. >> >> I am sure you can find something interesting in that code. >> >> --Chalice Yao >> >> >> On Thu, Jun 12, 2014 at 2:33 PM, Marine Kelley >> wrote: >> >>> Hi all, >>> >>> I've been looking and doing trial-and-error for hours, and still haven't >>> found out how to do this : >>> >>> I'd like to add a way to the RLV to actually not render the diffuse >>> textures in world (but still render them on the avatars and their >>> attachments, and render normal and specular maps in-world as well), both in >>> deferred and forward rendering. Basically I want the world to look as if no >>> texture was rezzed, except for the avatars and all their attachments. As a >>> bonus, I want partly (not totally) transparent surfaces in world to be >>> opaque and untextured as well. >>> >>> Anyone among you knows how to do that without butchering the rendering >>> pipeline ? It shouldn't be hard, but I've been searching for hours for the >>> spot where the viewer retrieves a texture by its UUID in the fetched >>> textures, to apply it to a face, but no way to find that. >>> >>> Thanks for any pointer you could give me, >>> Marine >>> >>> _______________________________________________ >>> Policies and (un)subscribe information available here: >>> http://wiki.secondlife.com/wiki/OpenSource-Dev >>> Please read the policies before posting to keep unmoderated posting >>> privileges >>> >> >> > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/opensource-dev/attachments/20140612/851834a0/attachment-0001.htm From marinekelley at gmail.com Thu Jun 12 09:03:49 2014 From: marinekelley at gmail.com (Marine Kelley) Date: Thu, 12 Jun 2014 18:03:49 +0200 Subject: [opensource-dev] Question about the rendering and how to hide textures selectively In-Reply-To: References: Message-ID: That did the trick ! I replaced "tex" in that method by LLViewerFetchedTexture::sDefaultImagep, and the whole world is untextured (although colored, which I will fix too). Now I "just" have to find out how to differentiate between world surfaces and attachment surfaces, and it will work perfectly. Thank you Nicky and all ! On 12 June 2014 17:09, Nicky D. wrote: > >> Anyone among you knows how to do that without butchering the rendering >> pipeline ? It shouldn't be hard, but I've been searching for hours for the >> spot where the viewer retrieves a texture by its UUID in the fetched >> textures, to apply it to a face, but no way to find that. >> >> > I'd start by looking at LLVolumeGeometryManager::registerFace and swap > out the various textures that go into LLDrawInfo. > > Nicky > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/opensource-dev/attachments/20140612/512cc491/attachment.htm From tonya.souther at gmail.com Sun Jun 29 12:24:44 2014 From: tonya.souther at gmail.com (Tonya Souther) Date: Sun, 29 Jun 2014 14:24:44 -0500 Subject: [opensource-dev] Two 3p- library sources needed Message-ID: I need a copy of the source LL used for zlib-1.2.8 and apr_suite 1.4.5. Not sure where the latter comes from. For zlib, there's a Linden-supplied Makefile that makes libminizip.a, which I haven't been able to build any other way. Thanks... -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/opensource-dev/attachments/20140629/f5eb3e93/attachment.htm From sldev at free.fr Sun Jun 29 14:25:16 2014 From: sldev at free.fr (Henri Beauchamp) Date: Sun, 29 Jun 2014 23:25:16 +0200 Subject: [opensource-dev] Two 3p- library sources needed In-Reply-To: References: Message-ID: <20140629232516.5c3478a9.sldev@free.fr> On Sun, 29 Jun 2014 14:24:44 -0500, Tonya Souther wrote: > I need a copy of the source LL used for zlib-1.2.8 https://bitbucket.org/monty_linden/3p-zlib-update/commits/all > and apr_suite 1.4.5. https://bitbucket.org/lindenlab/3p-apr/commits/all > For zlib, there's a Linden-supplied Makefile that makes libminizip.a, > which I haven't been able to build any other way. libminizip was formerly part of 3p-colladadom, but Monty's new version is now shipped with zlib. Henri.