[sldev] Blurry avatar on own build

Dillon Morenz dillon at morenz.co.uk
Fri Jan 12 06:59:02 PST 2007


Hi Björn,

I have this issue too.  The debug text presents a continual stream of 
warnings like this:

WARNING: Failed to decode 9ba24da8-d4d7-ceba-c764-06c0fe0f5b00:
WARNING: Removing bad texture: 9ba24da8-d4d7-ceba-c764-06c0fe0f5b00

...while it tries to bake the textures.  No processor optimizations 
here, but I was forced to put the following in lldxhardware.cpp to get 
it compile:

#define INITGUID
#include <dxdiag.h>
#undef INITGUID

I would also be interested if any light could be shed on this.

Regards,

Dillon

Björn Keil wrote:
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> Hello,
>
> I am still having slight problems with using viewers I compiled locally:
> My own avatar becomes blurry. It looks as though the textures work baked
> from half downloaded clothes. Other characters are not affected,prims
> and the environment look normal.
>
> Going into "edit appearance" mode forces the client to show all textures
> clear. Leaving it again lets all textures become blurry at once again.
> Doing "rebake texture" while in "Edit Appearance" mode makes the avatar
> have good looking sharp textured, but the sharp textures are then
> replaced by blurry ones, one by one after a minute or so.
>
> The only adjustment I've made is modifying SLConstruct in a way to use
> "-march=athlon-xp " as a compiler flag. That should be a safe option if
> one actually uses on AthlonXP processor, even though some mathematical
> and graphical stuff might be compiled into completely different code,
> using 3DNOW! or anything it wouldn't have used before. I guess the
> problem is rather that the libraries provided in slviewer-linux-libs
> file are not 100% identical to the ones provided with the precompiled
> viewer...
>
> If anyone knows, where in this code assembling of clothing and skin
> textures into an avatar appearance is made, and how it behaves using
> incomplete images for that purpose let me know or if anyone has similiar
> problems... I still don't quite find my way in this code...
>
> Thanks
> Björn
>
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