[sldev] Can someone clarify the object
naming conventions llvosky.h vs llsky.h
Max Okumoto
okumoto at ucsd.edu
Sun Jun 24 02:09:48 PDT 2007
Never mind, I miss read the header. I just need to down load the glgui
package.
Max
Max Okumoto wrote:
> Hi Brad,
>
> I tried to compile the windlight-1-17-0 branch, but ran into a slight
> problem. I don't have the glh headers.
>
> llwindow/llgl.cpp:47:28: glh/glh_linear.h: No such file or directory
> llwindow/llgl.cpp:48:33: glh/glh_convenience.h: No such file or
> directory
>
> Googling for them seems to indicate that those are NVIDA header
> files. Are there any patches
> for using ATI drivers?
>
> 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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