[sldev] Can someone clarify the object naming
conventions llvosky.h vs llsky.h
Max Okumoto
okumoto at ucsd.edu
Thu Jun 21 12:43:09 PDT 2007
Thanks for the reply Brad.
Right now I am playing with the 1.17.0.12 code, and I will start looking
at the windlight branch.
I'm still in the process of understanding the code, but when I run into
problems I will drop you a
line.
Max
Brad Linden wrote:
>
> First, a real short introduction: I'm Brad Linden and joined the
> Boston area office of Linden Lab last month. I've been working on
> WindLight (available at
> http://svn.secondlife.com/svn/linden/branches/2007/windlight_1-17-0/).
> You can see Zen's blog post
> (http://blog.secondlife.com/2007/06/14/windlight-update/) and Torley's
> post
> (http://blog.secondlife.com/2007/05/21/windlight-atmospheric-rendering-comes-to-second-life/)
> for more details.
>
>
> Nicholaz Beresford wrote:
>>
>> Just off hand and without looking deeper, I think
>> the "VO" stands for Viewer-Object (think these
>> are derived from LLViewerObject)
>>
>>
>> Nick
>>
>>
>> Second Life from the inside out:
>> http://nicholaz-beresford.blogspot.com/
>>
>>
> That is correct. The LLSky class is a global singleton (gSky) for
> managing access to anything related to the sky, including the LLVOSky
> instance (gSky.mVOSkyp).
>
>> Max Okumoto wrote:
>>> Hi,
>>>
>>> Can someone at LL explain the llvosky.h vs llsky.h naming convention?
>>>
>>> My cpu profiling says that LLVOSky::calcSkyColorInDir() is consuming
>>> about 5%, so I have started seeing if I can speed it up.
>>>
>>> Max
>
> You might want to wait before spending too much time on that, or at
> least not work on that branch. If you look at the WindLight branch
> you'll see that that function has been completely replaced with
> something much more cpu-intensive, but updated less frequently. It's
> essentially a straightforward attempt at imitating the WindLight sky
> glsl shaders in
> indra/newview/app_settings/shaders/class2/windlight/WLSkyV.glsl and
> indra/newview/app_settings/shaders/class2/windlight/WLSkyF.glsl. If
> you want to try to optimize the sky CPU code, this branch is the place
> to do it, but take note that on systems that have a GPU and OpenGL
> drivers that can run WindLight, this code is obsoleted by the new
> LLVOWLSky class, and the LLVOSky class will be largely disabled (this
> is not happening properly in the snapshot we exported to the public
> svn server).
>
> As our focus has been on getting the new GPU rendered WindLight
> codepath working on as many hardware configurations as possible, the
> CPU rendering code in LLVOSky has not had as much attention, as it's
> really not suited for the way WindLight works and may need a complete
> refactoring, and there are major outstanding bugs in it:
> https://jira.secondlife.com/browse/VWR-980. Any contributions to the
> CPU fallback code in LLVOSky would be much appreciated.
>
> So in summary, if you want to work on sky code and get your code used
> after WindLight gets merged into the trunk, work in the WindLight
> branch. If you have questions about what you find there, I'm your man.
>
> hope this helps,
> -Brad Linden
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