[sldev] Blurry avatar on own build
Björn Keil
abgrund at silberdrache.net
Fri Jan 12 08:39:16 PST 2007
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Well, since you were using Windows, it was a different reason leading to
the same problem. Good you fixed it though.
hmmm... I've had a look into the output, too... and yes there was
something similiar:
2007-01-12T15:34:19Z INFO: KDU Error: Kakadu Error:
2007-01-12T15:34:19Z
2007-01-12T15:34:19Z INFO: KDU Error: Illegal inclusion tag tree
encountered while decoding a packet header. This problem can arise if
empty packets are used (i.e., packets whose first header bit is 0) and
the value coded by the inclusion tag tree in a subsequent packet is not
exactly equal to the index of the quality layer in which each code-block
makes its first contribution. Such an error may arise from a
mis-interpretation of the standard. The problem may also occur as a
result of a corrupted code-stream. Try re-opening the image with the
resilient mode enabled.
2007-01-12T15:34:19Z WARNING: KDU throwing an exception
2007-01-12T15:34:19Z WARNING: Failed to decode
5b395bdd-ff48-80f8-e725-eb17af60304c:
2007-01-12T15:34:19Z WARNING: Removing bad texture:
5b395bdd-ff48-80f8-e725-eb17af60304c
Since the KDU libraries are are provided as is I cannot modify them, but
I wish I knew from where that call came... The solution seems simple,
one have to use the library in resilient mode. Basically the KDU library
is complaining that something that I don't understand about an image
stream is not quite according to the standard and therefore refuses to
process the image, even though it could. It shouldn't be too difficult
to fix that...
I can only guess that a little playing around with llimagj2c.cpp,
especially the openDSO() method may help...
Dillon Morenz schrieb:
> 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:
> 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...
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