From bbyer at mm.st Tue May 1 01:34:13 2007 From: bbyer at mm.st (Ben Byer) Date: Tue May 1 01:34:19 2007 Subject: [sldev] Top Ten [Windows] viewer crashes In-Reply-To: <46369248.1030003@lindenlab.com> References: <46369248.1030003@lindenlab.com> Message-ID: Any plans to expand upon this to include Linux and OS X crashes? For OS X, have you looked into Smart Crash Reports? http://smartcrashreports.com/ -b On Apr 30, 2007, at 6:05 PM, Dan Maronn wrote: > Hi folks, > The stack traces for the top ten viewer crashes have been posted to https://wiki.secondlife.com/wiki/Fixing_bugs > and also in JIRA. Aric or I will keep these updated each week. > > Thanks > Dan > > > LLRenderPass::pushBatch > > Bug tracking: https://jira.secondlife.com/browse/VWR-586 > > WARNING: Frame IP not in any known module. Following frames may be > wrong. > 0x0 > SecondLife!LLRenderPass::pushBatch+0xa5 [c:\builds\1-15-0\indra > \newview\lldrawpool.cpp @ 525] > SecondLife!LLRenderPass::renderTexture+0x2d [c:\builds\1-15-0\indra > \newview\lldrawpool.cpp @ 492] > SecondLife!LLDrawPoolSimple::render+0x99 [c:\builds\1-15-0\indra > \newview\lldrawpoolsimple.cpp @ 126] > SecondLife!LLPipeline::renderGeom+0x49f [c:\builds\1-15-0\indra > \newview\pipeline.cpp @ 1977] > SecondLife!display+0x944 [c:\builds\1-15-0\indra\newview > \llviewerdisplay.cpp @ 543] > SecondLife!main_loop+0x21b [c:\builds\1-15-0\indra\newview > \viewer.cpp @ 1833] > SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp > @ 1681] > SecondLife!WinMainCRTStartup+0x184 [f:\vs70builds\3077\vc\crtbld\crt > \src\crt0.c @ 251] > kernel32!BaseProcessStart+0x23 > > > LLXMLRPCTransaction::Impl::init > > Bug tracking: https://jira.secondlife.com/browse/VWR-587 > > SecondLife!Curl_hash_init+0x4c > SecondLife!Curl_hash_alloc+0x22 > SecondLife!Curl_mk_dnscache+0xc > SecondLife!curl_multi_init+0x1f > SecondLife!LLXMLRPCTransaction::Impl::init+0x378 [c:\builds > \1-15-0\indra\newview\llxmlrpctransaction.cpp @ 248] > SecondLife!LLXMLRPCTransaction::Impl::Impl+0xb1 [c:\builds > \1-15-0\indra\newview\llxmlrpctransaction.cpp @ 178] > SecondLife!LLXMLRPCTransaction::LLXMLRPCTransaction+0x4c [c:\builds > \1-15-0\indra\newview\llxmlrpctransaction.cpp @ 502] > SecondLife!LLUserAuth::authenticate+0x583 [c:\builds\1-15-0\indra > \newview\lluserauth.cpp @ 144] > SecondLife!idle_startup+0x33c1 [c:\builds\1-15-0\indra\newview > \llstartup.cpp @ 1144] > SecondLife!idle+0x12d [c:\builds\1-15-0\indra\newview\viewer.cpp @ > 3529] > SecondLife!main_loop+0x1ba [c:\builds\1-15-0\indra\newview > \viewer.cpp @ 1833] > SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp > @ 1681] > SecondLife!WinMainCRTStartup+0x184 [f:\vs70builds\3077\vc\crtbld\crt > \src\crt0.c @ 251] > kernel32!BaseProcessStart+0x23 > > > LLInventoryItem::setCreationDate > > Bug tracking: https://jira.secondlife.com/browse/VWR-588 > > SecondLife!LLInventoryItem::setCreationDate+0x4 [c:\builds > \1-15-0\indra\llinventory\llinventory.cpp @ 590] > SecondLife!LLVOPartGroup::updateGeometry+0x27e [c:\builds > \1-15-0\indra\newview\llvopartgroup.cpp @ 193] > SecondLife!LLDrawable::updateGeometry+0x13 [c:\builds\1-15-0\indra > \newview\lldrawable.cpp @ 762] > SecondLife!LLPipeline::updateGeom+0x10d [c:\builds\1-15-0\indra > \newview\pipeline.cpp @ 1060] > SecondLife!display+0x86e [c:\builds\1-15-0\indra\newview > \llviewerdisplay.cpp @ 459] > SecondLife!main_loop+0x21b [c:\builds\1-15-0\indra\newview > \viewer.cpp @ 1833] > SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp > @ 1681] > SecondLife!WinMainCRTStartup+0x184 [f:\vs70builds\3077\vc\crtbld\crt > \src\crt0.c @ 251] > kernel32!BaseProcessStart+0x23 > > > LLFace::setSize > > Bug tracking: https://jira.secondlife.com/browse/VWR-589 > > SecondLife!LLFace::setSize+0x8 [c:\builds\1-15-0\indra\newview > \llface.cpp @ 235] > SecondLife!LLVOClouds::updateGeometry+0x148 [c:\builds\1-15-0\indra > \newview\llvoclouds.cpp @ 117] > SecondLife!LLDrawable::updateGeometry+0x13 [c:\builds\1-15-0\indra > \newview\lldrawable.cpp @ 762] > SecondLife!LLPipeline::updateGeom+0x10d [c:\builds\1-15-0\indra > \newview\pipeline.cpp @ 1060] > SecondLife!display+0x86e [c:\builds\1-15-0\indra\newview > \llviewerdisplay.cpp @ 459] > SecondLife!main_loop+0x21b [c:\builds\1-15-0\indra\newview > \viewer.cpp @ 1833] > SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp > @ 1681] > SecondLife!WinMainCRTStartup+0x184 [f:\vs70builds\3077\vc\crtbld\crt > \src\crt0.c @ 251] > kernel32!BaseProcessStart+0x23 > > > LLWindowWin32::close > > Bug tracking: https://jira.secondlife.com/browse/VWR-590 > > WARNING: Frame IP not in any known module. Following frames may be > wrong. > 0x6757b2c0 > user32!InternalCallWinProc+0x28 > user32!UserCallWinProcCheckWow+0x150 > user32!DispatchClientMessage+0xa3 > user32!__fnDWORD+0x24 > ntdll!KiUserCallbackDispatcher+0x13 > *** WARNING: Unable to verify checksum for SecondLife.exe > user32!NtUserShowWindow+0xc > SecondLife!LLWindowWin32::close+0x420 [c:\builds\1-15-0\indra > \llwindow\llwindowwin32.cpp @ 850] > SecondLife!LLWindowManager::destroyWindow+0x96 [c:\builds > \1-15-0\indra\llwindow\llwindow.cpp @ 418] > SecondLife!LLViewerWindow::~LLViewerWindow+0x39a [c:\builds > \1-15-0\indra\newview\llviewerwindow.cpp @ 2020] > SecondLife!LLViewerWindow::`scalar deleting destructor'+0x8 > SecondLife!cleanup_app+0x83f [c:\builds\1-15-0\indra\newview > \viewer.cpp @ 6376] > SecondLife!WinMain+0x2dfd [c:\builds\1-15-0\indra\newview\viewer.cpp > @ 1685] > SecondLife!WinMainCRTStartup+0x184 [f:\vs70builds\3077\vc\crtbld\crt > \src\crt0.c @ 251] > kernel32!BaseProcessStart+0x23 > > > LLVLComposition::generateHeights > > Bug tracking: https://jira.secondlife.com/browse/VWR-591 > > SecondLife!LLVLComposition::generateHeights+0xd5 [c:\builds > \1-15-0\indra\newview\llvlcomposition.cpp @ 125] > SecondLife!LLSurfacePatch::updateTexture+0xdf [c:\builds\1-15-0\indra > \newview\llsurfacepatch.cpp @ 666] > SecondLife!LLSurface::idleUpdate+0xb8 [c:\builds\1-15-0\indra\newview > \llsurface.cpp @ 634] > SecondLife!LLViewerRegion::idleUpdate+0x14 [c:\builds\1-15-0\indra > \newview\llviewerregion.cpp @ 589] > SecondLife!LLWorld::updateRegions+0x71 [c:\builds\1-15-0\indra > \newview\llworld.cpp @ 606] > SecondLife!idle+0x97d [c:\builds\1-15-0\indra\newview\viewer.cpp @ > 3776] > SecondLife!main_loop+0x1ba [c:\builds\1-15-0\indra\newview > \viewer.cpp @ 1833] > SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp > @ 1681] > SecondLife!WinMainCRTStartup+0x184 [f:\vs70builds\3077\vc\crtbld\crt > \src\crt0.c @ 251] > kernel32!BaseProcessStart+0x23 > > > LLTemplateMessageBuilder::addString > > Bug tracking: https://jira.secondlife.com/browse/VWR-592 > > SecondLife!LLTemplateMessageBuilder::addString+0x4 [c:\builds > \1-15-0\indra\llmessage\lltemplatemessagebuilder.cpp @ 440] > SecondLife!LLMessageSystem::addString+0x2a [c:\builds\1-15-0\indra > \llmessage\message.cpp @ 4449] > SecondLife!callback_script_dialog+0xc1 [c:\builds\1-15-0\indra > \newview\llviewermessage.cpp @ 4657] > SecondLife!LLNotifyBox::onClickButton+0x1e [c:\builds\1-15-0\indra > \newview\llnotify.cpp @ 562] > SecondLife!LLButton::handleMouseUp+0xe8 [c:\builds\1-15-0\indra\llui > \llbutton.cpp @ 340] > SecondLife!LLViewerWindow::handleMouseUp+0x229 [c:\builds > \1-15-0\indra\newview\llviewerwindow.cpp @ 820] > SecondLife!LLWindowWin32::mainWindowProc+0xb4b [c:\builds > \1-15-0\indra\llwindow\llwindowwin32.cpp @ 1992] > user32!InternalCallWinProc+0x28 > > > LLError::crashAndLoop > > Bug tracking: https://jira.secondlife.com/browse/VWR-594 > > SecondLife!LLError::crashAndLoop [c:\builds\1-15-0\indra\llcommon > \llerror.cpp @ 1032] > SecondLife!LLError::Log::flush+0x4f1 [c:\builds\1-15-0\indra\llcommon > \llerror.cpp @ 964] > SecondLife!first_mem_error_handler+0xa0 [c:\builds\1-15-0\indra > \newview\viewer.cpp @ 737] > SecondLife!_shi_invokeErrorHandler1+0xe7 > SecondLife!_shi_allocExternal+0x78 > SecondLife!MemAllocPtr+0x121 > SecondLife!shi_New+0x48 > SecondLife!operator new+0xe > SecondLife!LLImageBase::allocateData+0x1b8 [c:\builds\1-15-0\indra > \llimage\llimage.cpp @ 127] > SecondLife!LLImageRaw::allocateData+0xd [c:\builds\1-15-0\indra > \llimage\llimage.cpp @ 223] > SecondLife!LLImageRaw::LLImageRaw+0x5d [c:\builds\1-15-0\indra > \llimage\llimage.cpp @ 194] > SecondLife!LLImageWorker::doWork+0xc4 [c:\builds\1-15-0\indra\llimage > \llimageworker.cpp @ 81] > SecondLife!LLWorkerThread::WorkRequest::processRequest+0x1c [c: > \builds\1-15-0\indra\llcommon\llworkerthread.cpp @ 142] > SecondLife!LLQueuedThread::processNextRequest+0x17c [c:\builds > \1-15-0\indra\llcommon\llqueuedthread.cpp @ 401] > SecondLife!LLQueuedThread::run+0x36 [c:\builds\1-15-0\indra\llcommon > \llqueuedthread.cpp @ 472] > SecondLife!LLThread::staticRun+0x2a [c:\builds\1-15-0\indra\llcommon > \llthread.cpp @ 52] > SecondLife!_flswbuf+0x14d [c:\linden\libraries\apr_build\apr > \threadproc\win32\thread.c @ 78] > SecondLife!_threadstartex+0x6f [f:\vs70builds\3077\vc\crtbld\crt\src > \threadex.c @ 241] > kernel32!BaseThreadStart+0x37 > 0:004> q > quit: > > > > LLViewBorder::drawOnePixelLines > > Bug tracking: https://jira.secondlife.com/browse/VWR-595 > > WARNING: Frame IP not in any known module. Following frames may be > wrong. > 0x0 > vticd+0x128171 > *** WARNING: Unable to verify checksum for SecondLife.exe > vticd+0x12b3bf > SecondLife!gl_line_2d+0x62 [c:\builds\1-15-0\indra\llui\llui.cpp @ > 312] > SecondLife!LLViewBorder::drawOnePixelLines+0x190 [c:\builds > \1-15-0\indra\llui\llviewborder.cpp @ 146] > SecondLife!LLViewBorder::draw+0x35 [c:\builds\1-15-0\indra\llui > \llviewborder.cpp @ 103] > SecondLife!LLView::draw+0x20e [c:\builds\1-15-0\indra\llui > \llview.cpp @ 1409] > SecondLife!LLLineEditor::draw+0x9b9 [c:\builds\1-15-0\indra\llui > \lllineeditor.cpp @ 1502] > SecondLife!LLView::draw+0x20e [c:\builds\1-15-0\indra\llui > \llview.cpp @ 1409] > SecondLife!LLUI::translate+0x15 [c:\builds\1-15-0\indra\llui > \llui.cpp @ 1616] > SecondLife!LLView::draw+0x20e [c:\builds\1-15-0\indra\llui > \llview.cpp @ 1409] > ddraw!Blt24to24_NoBlend_Trans_NoHcopy_SRCCOPY+0x10e > ddraw!InternalUnlock+0x1cc > > > > LLTextureFetchWorker::clearPackets > > Bug tracking: https://jira.secondlife.com/browse/VWR-596 > > SecondLife!std::for_each >::iterator,DeletePointer>+0x16 [c:\program > files\microsoft visual studio .net 2003\vc7\include\algorithm @ 21] > SecondLife!LLTextureFetchWorker::clearPackets+0x23 [c:\builds > \1-15-0\indra\newview\lltexturefetch.cpp @ 419] > SecondLife!LLTextureFetchWorker::~LLTextureFetchWorker+0x13e [c: > \builds\1-15-0\indra\newview\lltexturefetch.cpp @ 413] > SecondLife!LLTextureFetchWorker::`scalar deleting destructor'+0x8 > SecondLife!LLWorkerThread::update+0x206 [c:\builds\1-15-0\indra > \llcommon\llworkerthread.cpp @ 85] > SecondLife!LLTextureFetch::update+0xe [c:\builds\1-15-0\indra\newview > \lltexturefetch.cpp @ 1448] > SecondLife!main_loop+0x330 [c:\builds\1-15-0\indra\newview > \viewer.cpp @ 1847] > SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp > @ 1681] > SecondLife!WinMainCRTStartup+0x184 [f:\vs70builds\3077\vc\crtbld\crt > \src\crt0.c @ 251] > kernel32!BaseProcessStart+0x23 > > _______________________________________________ > Click here to unsubscribe or manage your list subscription: > https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev From frank.van.rooij at nl.ibm.com Tue May 1 03:06:17 2007 From: frank.van.rooij at nl.ibm.com (Frank van Rooij) Date: Tue May 1 03:06:22 2007 Subject: [sldev] Frank van Rooij is on Holiday! Message-ID: I will be out of the office starting 01-05-2007 and will not return until 07-05-2007. For urgent topics please contact my back-up Hans Jacobs ( (hans.jacobs@nl.ibm.com) or my secretary Emilie de Lange (emilie.de.lange@nl.ibm.com) From dan at lindenlab.com Tue May 1 16:55:02 2007 From: dan at lindenlab.com (Dan Maronn) Date: Tue May 1 16:55:13 2007 Subject: [sldev] Top Ten [Windows] viewer crashes In-Reply-To: References: <46369248.1030003@lindenlab.com> Message-ID: <4637D356.5080000@lindenlab.com> Thanks for your interest, Ben. Some of the top 10 crashes affect Mac as well as PC. I just posted the top 5 Mac specific crashes on the same page, https://wiki.secondlife.com/wiki/Fixing_bugs#Call_stacks_for_Top_5_Mac-specific_crashes Our crash reporter does not filter on Linux specific crashes. Thanks for the suggestion on Smart Crash Reports. Aric is looking at it. Dan Ben Byer wrote: > Any plans to expand upon this to include Linux and OS X crashes? > > For OS X, have you looked into Smart Crash Reports? > http://smartcrashreports.com/ > > -b > > On Apr 30, 2007, at 6:05 PM, Dan Maronn wrote: > >> Hi folks, >> The stack traces for the top ten viewer crashes have been posted to >> https://wiki.secondlife.com/wiki/Fixing_bugs and also in JIRA. Aric >> or I will keep these updated each week. >> >> Thanks >> Dan >> >> >> LLRenderPass::pushBatch >> >> Bug tracking: https://jira.secondlife.com/browse/VWR-586 >> >> WARNING: Frame IP not in any known module. Following frames may be >> wrong. >> 0x0 >> SecondLife!LLRenderPass::pushBatch+0xa5 >> [c:\builds\1-15-0\indra\newview\lldrawpool.cpp @ 525] >> SecondLife!LLRenderPass::renderTexture+0x2d >> [c:\builds\1-15-0\indra\newview\lldrawpool.cpp @ 492] >> SecondLife!LLDrawPoolSimple::render+0x99 >> [c:\builds\1-15-0\indra\newview\lldrawpoolsimple.cpp @ 126] >> SecondLife!LLPipeline::renderGeom+0x49f >> [c:\builds\1-15-0\indra\newview\pipeline.cpp @ 1977] >> SecondLife!display+0x944 >> [c:\builds\1-15-0\indra\newview\llviewerdisplay.cpp @ 543] >> SecondLife!main_loop+0x21b [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1833] >> SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1681] >> SecondLife!WinMainCRTStartup+0x184 >> [f:\vs70builds\3077\vc\crtbld\crt\src\crt0.c @ 251] >> kernel32!BaseProcessStart+0x23 >> >> >> LLXMLRPCTransaction::Impl::init >> >> Bug tracking: https://jira.secondlife.com/browse/VWR-587 >> >> SecondLife!Curl_hash_init+0x4c >> SecondLife!Curl_hash_alloc+0x22 >> SecondLife!Curl_mk_dnscache+0xc >> SecondLife!curl_multi_init+0x1f >> SecondLife!LLXMLRPCTransaction::Impl::init+0x378 >> [c:\builds\1-15-0\indra\newview\llxmlrpctransaction.cpp @ 248] >> SecondLife!LLXMLRPCTransaction::Impl::Impl+0xb1 >> [c:\builds\1-15-0\indra\newview\llxmlrpctransaction.cpp @ 178] >> SecondLife!LLXMLRPCTransaction::LLXMLRPCTransaction+0x4c >> [c:\builds\1-15-0\indra\newview\llxmlrpctransaction.cpp @ 502] >> SecondLife!LLUserAuth::authenticate+0x583 >> [c:\builds\1-15-0\indra\newview\lluserauth.cpp @ 144] >> SecondLife!idle_startup+0x33c1 >> [c:\builds\1-15-0\indra\newview\llstartup.cpp @ 1144] >> SecondLife!idle+0x12d [c:\builds\1-15-0\indra\newview\viewer.cpp @ 3529] >> SecondLife!main_loop+0x1ba [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1833] >> SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1681] >> SecondLife!WinMainCRTStartup+0x184 >> [f:\vs70builds\3077\vc\crtbld\crt\src\crt0.c @ 251] >> kernel32!BaseProcessStart+0x23 >> >> >> LLInventoryItem::setCreationDate >> >> Bug tracking: https://jira.secondlife.com/browse/VWR-588 >> >> SecondLife!LLInventoryItem::setCreationDate+0x4 >> [c:\builds\1-15-0\indra\llinventory\llinventory.cpp @ 590] >> SecondLife!LLVOPartGroup::updateGeometry+0x27e >> [c:\builds\1-15-0\indra\newview\llvopartgroup.cpp @ 193] >> SecondLife!LLDrawable::updateGeometry+0x13 >> [c:\builds\1-15-0\indra\newview\lldrawable.cpp @ 762] >> SecondLife!LLPipeline::updateGeom+0x10d >> [c:\builds\1-15-0\indra\newview\pipeline.cpp @ 1060] >> SecondLife!display+0x86e >> [c:\builds\1-15-0\indra\newview\llviewerdisplay.cpp @ 459] >> SecondLife!main_loop+0x21b [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1833] >> SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1681] >> SecondLife!WinMainCRTStartup+0x184 >> [f:\vs70builds\3077\vc\crtbld\crt\src\crt0.c @ 251] >> kernel32!BaseProcessStart+0x23 >> >> >> LLFace::setSize >> >> Bug tracking: https://jira.secondlife.com/browse/VWR-589 >> >> SecondLife!LLFace::setSize+0x8 >> [c:\builds\1-15-0\indra\newview\llface.cpp @ 235] >> SecondLife!LLVOClouds::updateGeometry+0x148 >> [c:\builds\1-15-0\indra\newview\llvoclouds.cpp @ 117] >> SecondLife!LLDrawable::updateGeometry+0x13 >> [c:\builds\1-15-0\indra\newview\lldrawable.cpp @ 762] >> SecondLife!LLPipeline::updateGeom+0x10d >> [c:\builds\1-15-0\indra\newview\pipeline.cpp @ 1060] >> SecondLife!display+0x86e >> [c:\builds\1-15-0\indra\newview\llviewerdisplay.cpp @ 459] >> SecondLife!main_loop+0x21b [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1833] >> SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1681] >> SecondLife!WinMainCRTStartup+0x184 >> [f:\vs70builds\3077\vc\crtbld\crt\src\crt0.c @ 251] >> kernel32!BaseProcessStart+0x23 >> >> >> LLWindowWin32::close >> >> Bug tracking: https://jira.secondlife.com/browse/VWR-590 >> >> WARNING: Frame IP not in any known module. Following frames may be >> wrong. >> 0x6757b2c0 >> user32!InternalCallWinProc+0x28 >> user32!UserCallWinProcCheckWow+0x150 >> user32!DispatchClientMessage+0xa3 >> user32!__fnDWORD+0x24 >> ntdll!KiUserCallbackDispatcher+0x13 >> *** WARNING: Unable to verify checksum for SecondLife.exe >> user32!NtUserShowWindow+0xc >> SecondLife!LLWindowWin32::close+0x420 >> [c:\builds\1-15-0\indra\llwindow\llwindowwin32.cpp @ 850] >> SecondLife!LLWindowManager::destroyWindow+0x96 >> [c:\builds\1-15-0\indra\llwindow\llwindow.cpp @ 418] >> SecondLife!LLViewerWindow::~LLViewerWindow+0x39a >> [c:\builds\1-15-0\indra\newview\llviewerwindow.cpp @ 2020] >> SecondLife!LLViewerWindow::`scalar deleting destructor'+0x8 >> SecondLife!cleanup_app+0x83f >> [c:\builds\1-15-0\indra\newview\viewer.cpp @ 6376] >> SecondLife!WinMain+0x2dfd [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1685] >> SecondLife!WinMainCRTStartup+0x184 >> [f:\vs70builds\3077\vc\crtbld\crt\src\crt0.c @ 251] >> kernel32!BaseProcessStart+0x23 >> >> >> LLVLComposition::generateHeights >> >> Bug tracking: https://jira.secondlife.com/browse/VWR-591 >> >> SecondLife!LLVLComposition::generateHeights+0xd5 >> [c:\builds\1-15-0\indra\newview\llvlcomposition.cpp @ 125] >> SecondLife!LLSurfacePatch::updateTexture+0xdf >> [c:\builds\1-15-0\indra\newview\llsurfacepatch.cpp @ 666] >> SecondLife!LLSurface::idleUpdate+0xb8 >> [c:\builds\1-15-0\indra\newview\llsurface.cpp @ 634] >> SecondLife!LLViewerRegion::idleUpdate+0x14 >> [c:\builds\1-15-0\indra\newview\llviewerregion.cpp @ 589] >> SecondLife!LLWorld::updateRegions+0x71 >> [c:\builds\1-15-0\indra\newview\llworld.cpp @ 606] >> SecondLife!idle+0x97d [c:\builds\1-15-0\indra\newview\viewer.cpp @ 3776] >> SecondLife!main_loop+0x1ba [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1833] >> SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1681] >> SecondLife!WinMainCRTStartup+0x184 >> [f:\vs70builds\3077\vc\crtbld\crt\src\crt0.c @ 251] >> kernel32!BaseProcessStart+0x23 >> >> >> LLTemplateMessageBuilder::addString >> >> Bug tracking: https://jira.secondlife.com/browse/VWR-592 >> >> SecondLife!LLTemplateMessageBuilder::addString+0x4 >> [c:\builds\1-15-0\indra\llmessage\lltemplatemessagebuilder.cpp @ 440] >> SecondLife!LLMessageSystem::addString+0x2a >> [c:\builds\1-15-0\indra\llmessage\message.cpp @ 4449] >> SecondLife!callback_script_dialog+0xc1 >> [c:\builds\1-15-0\indra\newview\llviewermessage.cpp @ 4657] >> SecondLife!LLNotifyBox::onClickButton+0x1e >> [c:\builds\1-15-0\indra\newview\llnotify.cpp @ 562] >> SecondLife!LLButton::handleMouseUp+0xe8 >> [c:\builds\1-15-0\indra\llui\llbutton.cpp @ 340] >> SecondLife!LLViewerWindow::handleMouseUp+0x229 >> [c:\builds\1-15-0\indra\newview\llviewerwindow.cpp @ 820] >> SecondLife!LLWindowWin32::mainWindowProc+0xb4b >> [c:\builds\1-15-0\indra\llwindow\llwindowwin32.cpp @ 1992] >> user32!InternalCallWinProc+0x28 >> >> >> LLError::crashAndLoop >> >> Bug tracking: https://jira.secondlife.com/browse/VWR-594 >> >> SecondLife!LLError::crashAndLoop >> [c:\builds\1-15-0\indra\llcommon\llerror.cpp @ 1032] >> SecondLife!LLError::Log::flush+0x4f1 >> [c:\builds\1-15-0\indra\llcommon\llerror.cpp @ 964] >> SecondLife!first_mem_error_handler+0xa0 >> [c:\builds\1-15-0\indra\newview\viewer.cpp @ 737] >> SecondLife!_shi_invokeErrorHandler1+0xe7 >> SecondLife!_shi_allocExternal+0x78 >> SecondLife!MemAllocPtr+0x121 >> SecondLife!shi_New+0x48 >> SecondLife!operator new+0xe >> SecondLife!LLImageBase::allocateData+0x1b8 >> [c:\builds\1-15-0\indra\llimage\llimage.cpp @ 127] >> SecondLife!LLImageRaw::allocateData+0xd >> [c:\builds\1-15-0\indra\llimage\llimage.cpp @ 223] >> SecondLife!LLImageRaw::LLImageRaw+0x5d >> [c:\builds\1-15-0\indra\llimage\llimage.cpp @ 194] >> SecondLife!LLImageWorker::doWork+0xc4 >> [c:\builds\1-15-0\indra\llimage\llimageworker.cpp @ 81] >> SecondLife!LLWorkerThread::WorkRequest::processRequest+0x1c >> [c:\builds\1-15-0\indra\llcommon\llworkerthread.cpp @ 142] >> SecondLife!LLQueuedThread::processNextRequest+0x17c >> [c:\builds\1-15-0\indra\llcommon\llqueuedthread.cpp @ 401] >> SecondLife!LLQueuedThread::run+0x36 >> [c:\builds\1-15-0\indra\llcommon\llqueuedthread.cpp @ 472] >> SecondLife!LLThread::staticRun+0x2a >> [c:\builds\1-15-0\indra\llcommon\llthread.cpp @ 52] >> SecondLife!_flswbuf+0x14d >> [c:\linden\libraries\apr_build\apr\threadproc\win32\thread.c @ 78] >> SecondLife!_threadstartex+0x6f >> [f:\vs70builds\3077\vc\crtbld\crt\src\threadex.c @ 241] >> kernel32!BaseThreadStart+0x37 >> 0:004> q >> quit: >> >> >> >> LLViewBorder::drawOnePixelLines >> >> Bug tracking: https://jira.secondlife.com/browse/VWR-595 >> >> WARNING: Frame IP not in any known module. Following frames may be >> wrong. >> 0x0 >> vticd+0x128171 >> *** WARNING: Unable to verify checksum for SecondLife.exe >> vticd+0x12b3bf >> SecondLife!gl_line_2d+0x62 [c:\builds\1-15-0\indra\llui\llui.cpp @ 312] >> SecondLife!LLViewBorder::drawOnePixelLines+0x190 >> [c:\builds\1-15-0\indra\llui\llviewborder.cpp @ 146] >> SecondLife!LLViewBorder::draw+0x35 >> [c:\builds\1-15-0\indra\llui\llviewborder.cpp @ 103] >> SecondLife!LLView::draw+0x20e [c:\builds\1-15-0\indra\llui\llview.cpp >> @ 1409] >> SecondLife!LLLineEditor::draw+0x9b9 >> [c:\builds\1-15-0\indra\llui\lllineeditor.cpp @ 1502] >> SecondLife!LLView::draw+0x20e [c:\builds\1-15-0\indra\llui\llview.cpp >> @ 1409] >> SecondLife!LLUI::translate+0x15 [c:\builds\1-15-0\indra\llui\llui.cpp >> @ 1616] >> SecondLife!LLView::draw+0x20e [c:\builds\1-15-0\indra\llui\llview.cpp >> @ 1409] >> ddraw!Blt24to24_NoBlend_Trans_NoHcopy_SRCCOPY+0x10e >> ddraw!InternalUnlock+0x1cc >> >> >> >> LLTextureFetchWorker::clearPackets >> >> Bug tracking: https://jira.secondlife.com/browse/VWR-596 >> >> SecondLife!std::for_each >::iterator,DeletePointer>+0x16 [c:\program >> files\microsoft visual studio .net 2003\vc7\include\algorithm @ 21] >> SecondLife!LLTextureFetchWorker::clearPackets+0x23 >> [c:\builds\1-15-0\indra\newview\lltexturefetch.cpp @ 419] >> SecondLife!LLTextureFetchWorker::~LLTextureFetchWorker+0x13e >> [c:\builds\1-15-0\indra\newview\lltexturefetch.cpp @ 413] >> SecondLife!LLTextureFetchWorker::`scalar deleting destructor'+0x8 >> SecondLife!LLWorkerThread::update+0x206 >> [c:\builds\1-15-0\indra\llcommon\llworkerthread.cpp @ 85] >> SecondLife!LLTextureFetch::update+0xe >> [c:\builds\1-15-0\indra\newview\lltexturefetch.cpp @ 1448] >> SecondLife!main_loop+0x330 [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1847] >> SecondLife!WinMain+0x2df8 [c:\builds\1-15-0\indra\newview\viewer.cpp >> @ 1681] >> SecondLife!WinMainCRTStartup+0x184 >> [f:\vs70builds\3077\vc\crtbld\crt\src\crt0.c @ 251] >> kernel32!BaseProcessStart+0x23 >> >> _______________________________________________ >> Click here to unsubscribe or manage your list subscription: >> https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev > From bbyer at mm.st Wed May 2 03:01:22 2007 From: bbyer at mm.st (Ben Byer) Date: Wed May 2 03:01:27 2007 Subject: [sldev] Top Ten [Windows] viewer crashes In-Reply-To: <4637D356.5080000@lindenlab.com> References: <46369248.1030003@lindenlab.com> <4637D356.5080000@lindenlab.com> Message-ID: On May 1, 2007, at 4:55 PM, Dan Maronn wrote: > Thanks for your interest, Ben. > > Some of the top 10 crashes affect Mac as well as PC. I just posted > the top 5 Mac specific crashes on the same page, https://wiki.secondlife.com/wiki/Fixing_bugs > #Call_stacks_for_Top_5_Mac-specific_crashes > > Our crash reporter does not filter on Linux specific crashes. > > Thanks for the suggestion on Smart Crash Reports. Aric is looking at > it. > > Dan Does your crash reporter save any other state that you could include, like register values? e.g. the Mac reports start with PID: 7359 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_INVALID_ADDRESS (0x0001) at 0xff4c4b51 ... and end with ... Thread 0 crashed with X86 Thread State (32-bit): eax: 0x0000014c ebx: 0x92b1fd66 ecx: 0x04ff2008 edx: 0x3b18b200 edi: 0x0000014c esi: 0xff4c4b49 ebp: 0xbfffe5a8 esp: 0xbfffe5a0 ss: 0x0000001f efl: 0x00010282 eip: 0x19e84a6f cs: 0x00000017 ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037 ... which would would give some more insight into what's happening, at least in some cases. If not, no worries -- this is a great start, thanks for setting this up. -b From andrew at lindenlab.com Wed May 2 08:55:22 2007 From: andrew at lindenlab.com (Andrew Meadows) Date: Wed May 2 08:55:37 2007 Subject: [sldev] Sculpted prim works in progress In-Reply-To: <463693FA.6050404@wsu.edu> References: <4635263B.3010101@wsu.edu> <463693FA.6050404@wsu.edu> Message-ID: <4638B46A.4010503@lindenlab.com> Here's a idea. I'm sure it would work, but it seems much easier to describe than to actually implement. Since this is a pre-processing computation and only has to be done once for each model, it doesn't really matter if the algorithm isn't super fast. (1) Prune the model (vertices and line segments) to only those on the outside surface. The sculpted prim algorithm only works for objects with the same topology of a sphere anyway, so this is possible to do for any model you could successfully sculpt anyway. (2) Simulate the model as a collection of 3D points attracted and repelled to each other by soft springs along the line segments, but relatively tightly constrained to move to the surface of a sphere. This is a tricky step, partly because naive implementations of springs tend to be unstable, but also because the best choice of spring constants along the line segments will vary depending on the topology of the model. In some cases you would want tight springs for short line segments, but in other cases (such as your character's neck) you would actually want loose springs else the neck points might compress those on the head to a disproportionally small area at the pole. (3) Let the points relax into a stable configuration on the sphere. (4) Correlate the points to the nearest pixels that would texture map to the sphere and colorize those pixels accordingly. (5) To fill in the pixels between you could blend the colors between the control points. For more accuracy you could add some subdivision points along the line segments of the original model and interpolate those along the spring lines to get more colorization control points. That is, the subdivision points wouldn't contribute to step (3), but would only help guide the color blending. - Andrew John Hurliman wrote: > You will need Windows XP or Vista, and the XNA Game Studio Express > (available at http://msdn2.microsoft.com/en-us/xna/default.aspx). That's > just the main code file so you'll have to setup a new "Windows Game" > project and copy paste the code in to Game1.cs or whatever the generated > file is called. I didn't put too much effort in to packaging up a full > solution package and binaries because I'm still poking at it, adding > normal calculations for lighting and UV coords for texturing, and will > probably switch to using WinForms so you can open new files and add an > export to OBJ option. > > I actually only created this previewer program to try out my other > program, a generic OBJ to position map converter. It seemed like a good > idea on the whiteboard but in practice it only works for certain shapes > that would be much easier to just create with NURBS in the first place. > Maybe some clever programmers can help out with it or offer tips on > improving it. The basic idea is shown in this screenshot of the program: > http://www.jhurliman.org/images/positionmapper01.png > > An OBJ file is loaded, a bounding sphere is created around it, and 4096 > (64x64) points are iterated over on the surface of the sphere. From each > point a ray is drawn towards the origin and collision tested with mesh, > and the point of collision is converted to an RGB value in the output > image. It worked great for a simple cube (although there was some > interesting distortion taking a spherical sampling of a cube), but the > blockhead example highlighted obvious problems. The inner ring > projecting towards the origin shot up between his legs, almost to > <0,0,0>, but the next ring outwards hit his legs, and two or so more > rings out hit way up on his legs, so he ended up with very distorted > spiky legs and way too many points near the origin. Basically a sampling > problem as 1) only 4096 total samples are taken, and 2) the spherical > mapping puts a heavy bias near the poles and thins out near the equator. > It would work decently well if the mesh was a ball of clay or something > like that, but then why not just work on an exporter for the program you > created it in instead? It was a fun experiment at least, I will revisit > it if anyone thinks up some ideas on how to improve it. > > John Hurliman From odysseus654 at gmail.com Wed May 2 09:42:42 2007 From: odysseus654 at gmail.com (Erik Anderson) Date: Wed May 2 09:43:00 2007 Subject: [sldev] Sculpted prim works in progress In-Reply-To: <4638B46A.4010503@lindenlab.com> References: <4635263B.3010101@wsu.edu> <463693FA.6050404@wsu.edu> <4638B46A.4010503@lindenlab.com> Message-ID: <1674f6c70705020942h3db2b34i36095163a8828371@mail.gmail.com> Bah, forgot to cc the list, lol. Everyone's looking at "sphere topology" when it comes to sculpted prims, but I believe it is also possible to use a "torus topology" and come up with sculpted prims with one hole in them. I doubt that you could use the same algorithm for both, but it does add some additional flexibility to the feature. On 5/2/07, Andrew Meadows wrote: > > Here's a idea. I'm sure it would work, but it seems > much easier to describe than to actually implement. > Since this is a pre-processing computation and only > has to be done once for each model, it doesn't really > matter if the algorithm isn't super fast. > > > (1) Prune the model (vertices and line segments) to only > those on the outside surface. The sculpted prim algorithm > only works for objects with the same topology of a sphere > anyway, so this is possible to do for any model you could > successfully sculpt anyway. > > (2) Simulate the model as a collection of 3D points > attracted and repelled to each other by soft springs along > the line segments, but relatively tightly constrained to > move to the surface of a sphere. This is a tricky step, > partly because naive implementations of springs tend to be > unstable, but also because the best choice of spring constants > along the line segments will vary depending on the topology > of the model. In some cases you would want tight springs > for short line segments, but in other cases (such as your > character's neck) you would actually want loose springs > else the neck points might compress those on the head > to a disproportionally small area at the pole. > > (3) Let the points relax into a stable configuration on > the sphere. > > (4) Correlate the points to the nearest pixels that > would texture map to the sphere and colorize those > pixels accordingly. > > (5) To fill in the pixels between you could blend the colors > between the control points. For more accuracy you could add > some subdivision points along the line segments of the > original model and interpolate those along the spring lines > to get more colorization control points. That is, the > subdivision points wouldn't contribute to step (3), but > would only help guide the color blending. > > - Andrew > > > John Hurliman wrote: > > You will need Windows XP or Vista, and the XNA Game Studio Express > > (available at http://msdn2.microsoft.com/en-us/xna/default.aspx). That's > > just the main code file so you'll have to setup a new "Windows Game" > > project and copy paste the code in to Game1.cs or whatever the generated > > file is called. I didn't put too much effort in to packaging up a full > > solution package and binaries because I'm still poking at it, adding > > normal calculations for lighting and UV coords for texturing, and will > > probably switch to using WinForms so you can open new files and add an > > export to OBJ option. > > > > I actually only created this previewer program to try out my other > > program, a generic OBJ to position map converter. It seemed like a good > > idea on the whiteboard but in practice it only works for certain shapes > > that would be much easier to just create with NURBS in the first place. > > Maybe some clever programmers can help out with it or offer tips on > > improving it. The basic idea is shown in this screenshot of the program: > > http://www.jhurliman.org/images/positionmapper01.png > > > > An OBJ file is loaded, a bounding sphere is created around it, and 4096 > > (64x64) points are iterated over on the surface of the sphere. From each > > point a ray is drawn towards the origin and collision tested with mesh, > > and the point of collision is converted to an RGB value in the output > > image. It worked great for a simple cube (although there was some > > interesting distortion taking a spherical sampling of a cube), but the > > blockhead example highlighted obvious problems. The inner ring > > projecting towards the origin shot up between his legs, almost to > > <0,0,0>, but the next ring outwards hit his legs, and two or so more > > rings out hit way up on his legs, so he ended up with very distorted > > spiky legs and way too many points near the origin. Basically a sampling > > problem as 1) only 4096 total samples are taken, and 2) the spherical > > mapping puts a heavy bias near the poles and thins out near the equator. > > It would work decently well if the mesh was a ball of clay or something > > like that, but then why not just work on an exporter for the program you > > created it in instead? It was a fun experiment at least, I will revisit > > it if anyone thinks up some ideas on how to improve it. > > > > John Hurliman > _______________________________________________ > Click here to unsubscribe or manage your list subscription: > https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/sldev/attachments/20070502/a9a888a0/attachment-0001.htm From mrfrans at gmail.com Wed May 2 11:58:33 2007 From: mrfrans at gmail.com (Frans) Date: Wed May 2 11:58:38 2007 Subject: [sldev] Sculpted prim works in progress In-Reply-To: <1674f6c70705020942h3db2b34i36095163a8828371@mail.gmail.com> References: <4635263B.3010101@wsu.edu> <463693FA.6050404@wsu.edu> <4638B46A.4010503@lindenlab.com> <1674f6c70705020942h3db2b34i36095163a8828371@mail.gmail.com> Message-ID: <7765f2c60705021158w6da2b0b9ie1d324309c3357dc@mail.gmail.com> Qarl linden already mentioned on the wiki scuplted_prim talk pagethat that is planned for rev 2. On 5/2/07, Erik Anderson wrote: > > Bah, forgot to cc the list, lol. Everyone's looking at "sphere topology" > when it comes to sculpted prims, but I believe it is also possible to use a > "torus topology" and come up with sculpted prims with one hole in them. I > doubt that you could use the same algorithm for both, but it does add some > additional flexibility to the feature. > > On 5/2/07, Andrew Meadows wrote: > > > > Here's a idea. I'm sure it would work, but it seems > > much easier to describe than to actually implement. > > Since this is a pre-processing computation and only > > has to be done once for each model, it doesn't really > > matter if the algorithm isn't super fast. > > > > > > (1) Prune the model (vertices and line segments) to only > > those on the outside surface. The sculpted prim algorithm > > only works for objects with the same topology of a sphere > > anyway, so this is possible to do for any model you could > > successfully sculpt anyway. > > > > (2) Simulate the model as a collection of 3D points > > attracted and repelled to each other by soft springs along > > the line segments, but relatively tightly constrained to > > move to the surface of a sphere. This is a tricky step, > > partly because naive implementations of springs tend to be > > unstable, but also because the best choice of spring constants > > along the line segments will vary depending on the topology > > of the model. In some cases you would want tight springs > > for short line segments, but in other cases (such as your > > character's neck) you would actually want loose springs > > else the neck points might compress those on the head > > to a disproportionally small area at the pole. > > > > (3) Let the points relax into a stable configuration on > > the sphere. > > > > (4) Correlate the points to the nearest pixels that > > would texture map to the sphere and colorize those > > pixels accordingly. > > > > (5) To fill in the pixels between you could blend the colors > > between the control points. For more accuracy you could add > > some subdivision points along the line segments of the > > original model and interpolate those along the spring lines > > to get more colorization control points. That is, the > > subdivision points wouldn't contribute to step (3), but > > would only help guide the color blending. > > > > - Andrew > > > > > > John Hurliman wrote: > > > You will need Windows XP or Vista, and the XNA Game Studio Express > > > (available at http://msdn2.microsoft.com/en-us/xna/default.aspx). > > That's > > > just the main code file so you'll have to setup a new "Windows Game" > > > project and copy paste the code in to Game1.cs or whatever the > > generated > > > file is called. I didn't put too much effort in to packaging up a full > > > solution package and binaries because I'm still poking at it, adding > > > normal calculations for lighting and UV coords for texturing, and will > > > probably switch to using WinForms so you can open new files and add an > > > export to OBJ option. > > > > > > I actually only created this previewer program to try out my other > > > program, a generic OBJ to position map converter. It seemed like a > > good > > > idea on the whiteboard but in practice it only works for certain > > shapes > > > that would be much easier to just create with NURBS in the first > > place. > > > Maybe some clever programmers can help out with it or offer tips on > > > improving it. The basic idea is shown in this screenshot of the > > program: > > > http://www.jhurliman.org/images/positionmapper01.png > > > > > > An OBJ file is loaded, a bounding sphere is created around it, and > > 4096 > > > (64x64) points are iterated over on the surface of the sphere. From > > each > > > point a ray is drawn towards the origin and collision tested with > > mesh, > > > and the point of collision is converted to an RGB value in the output > > > image. It worked great for a simple cube (although there was some > > > interesting distortion taking a spherical sampling of a cube), but the > > > blockhead example highlighted obvious problems. The inner ring > > > projecting towards the origin shot up between his legs, almost to > > > <0,0,0>, but the next ring outwards hit his legs, and two or so more > > > rings out hit way up on his legs, so he ended up with very distorted > > > spiky legs and way too many points near the origin. Basically a > > sampling > > > problem as 1) only 4096 total samples are taken, and 2) the spherical > > > mapping puts a heavy bias near the poles and thins out near the > > equator. > > > It would work decently well if the mesh was a ball of clay or > > something > > > like that, but then why not just work on an exporter for the program > > you > > > created it in instead? It was a fun experiment at least, I will > > revisit > > > it if anyone thinks up some ideas on how to improve it. > > > > > > John Hurliman > > _______________________________________________ > > Click here to unsubscribe or manage your list subscription: > > https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev > > > > > _______________________________________________ > Click here to unsubscribe or manage your list subscription: > https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev > > -- RL: Jeroen Frans / SL: Frans Charming http://www.thevesuviusgroup.com http://www.fransinnovations.com http://www.linkedin.com/in/mrfrans http://secondslog.blogspot.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/sldev/attachments/20070502/087ba020/attachment.htm From odysseus654 at gmail.com Wed May 2 12:13:04 2007 From: odysseus654 at gmail.com (Erik Anderson) Date: Wed May 2 12:13:09 2007 Subject: [sldev] Sculpted prim works in progress In-Reply-To: <7765f2c60705021158w6da2b0b9ie1d324309c3357dc@mail.gmail.com> References: <4635263B.3010101@wsu.edu> <463693FA.6050404@wsu.edu> <4638B46A.4010503@lindenlab.com> <1674f6c70705020942h3db2b34i36095163a8828371@mail.gmail.com> <7765f2c60705021158w6da2b0b9ie1d324309c3357dc@mail.gmail.com> Message-ID: <1674f6c70705021213m749447devfe745565fb4e8617@mail.gmail.com> Bah, figures. The "annoying questions" section wasn't there when I last looked at it, lol. Sorry for taking this thread off-topic. On 5/2/07, Frans wrote: > > Qarl linden already mentioned on the wiki scuplted_prim talk pagethat that is planned for rev 2. > > On 5/2/07, Erik Anderson wrote: > > > > Bah, forgot to cc the list, lol. Everyone's looking at "sphere > > topology" when it comes to sculpted prims, but I believe it is also possible > > to use a "torus topology" and come up with sculpted prims with one hole in > > them. I doubt that you could use the same algorithm for both, but it does > > add some additional flexibility to the feature. > > > > On 5/2/07, Andrew Meadows < andrew@lindenlab.com> wrote: > > > > > > Here's a idea. I'm sure it would work, but it seems > > > much easier to describe than to actually implement. > > > Since this is a pre-processing computation and only > > > has to be done once for each model, it doesn't really > > > matter if the algorithm isn't super fast. > > > > > > > > > (1) Prune the model (vertices and line segments) to only > > > those on the outside surface. The sculpted prim algorithm > > > only works for objects with the same topology of a sphere > > > anyway, so this is possible to do for any model you could > > > successfully sculpt anyway. > > > > > > (2) Simulate the model as a collection of 3D points > > > attracted and repelled to each other by soft springs along > > > the line segments, but relatively tightly constrained to > > > move to the surface of a sphere. This is a tricky step, > > > partly because naive implementations of springs tend to be > > > unstable, but also because the best choice of spring constants > > > along the line segments will vary depending on the topology > > > of the model. In some cases you would want tight springs > > > for short line segments, but in other cases (such as your > > > character's neck) you would actually want loose springs > > > else the neck points might compress those on the head > > > to a disproportionally small area at the pole. > > > > > > (3) Let the points relax into a stable configuration on > > > the sphere. > > > > > > (4) Correlate the points to the nearest pixels that > > > would texture map to the sphere and colorize those > > > pixels accordingly. > > > > > > (5) To fill in the pixels between you could blend the colors > > > between the control points. For more accuracy you could add > > > some subdivision points along the line segments of the > > > original model and interpolate those along the spring lines > > > to get more colorization control points. That is, the > > > subdivision points wouldn't contribute to step (3), but > > > would only help guide the color blending. > > > > > > - Andrew > > > > > > > > > John Hurliman wrote: > > > > You will need Windows XP or Vista, and the XNA Game Studio Express > > > > (available at http://msdn2.microsoft.com/en-us/xna/default.aspx). > > > That's > > > > just the main code file so you'll have to setup a new "Windows Game" > > > > > > > project and copy paste the code in to Game1.cs or whatever the > > > generated > > > > file is called. I didn't put too much effort in to packaging up a > > > full > > > > solution package and binaries because I'm still poking at it, adding > > > > > > > normal calculations for lighting and UV coords for texturing, and > > > will > > > > probably switch to using WinForms so you can open new files and add > > > an > > > > export to OBJ option. > > > > > > > > I actually only created this previewer program to try out my other > > > > program, a generic OBJ to position map converter. It seemed like a > > > good > > > > idea on the whiteboard but in practice it only works for certain > > > shapes > > > > that would be much easier to just create with NURBS in the first > > > place. > > > > Maybe some clever programmers can help out with it or offer tips on > > > > improving it. The basic idea is shown in this screenshot of the > > > program: > > > > http://www.jhurliman.org/images/positionmapper01.png > > > > > > > > An OBJ file is loaded, a bounding sphere is created around it, and > > > 4096 > > > > (64x64) points are iterated over on the surface of the sphere. From > > > each > > > > point a ray is drawn towards the origin and collision tested with > > > mesh, > > > > and the point of collision is converted to an RGB value in the > > > output > > > > image. It worked great for a simple cube (although there was some > > > > interesting distortion taking a spherical sampling of a cube), but > > > the > > > > blockhead example highlighted obvious problems. The inner ring > > > > projecting towards the origin shot up between his legs, almost to > > > > <0,0,0>, but the next ring outwards hit his legs, and two or so more > > > > rings out hit way up on his legs, so he ended up with very distorted > > > > spiky legs and way too many points near the origin. Basically a > > > sampling > > > > problem as 1) only 4096 total samples are taken, and 2) the > > > spherical > > > > mapping puts a heavy bias near the poles and thins out near the > > > equator. > > > > It would work decently well if the mesh was a ball of clay or > > > something > > > > like that, but then why not just work on an exporter for the program > > > you > > > > created it in instead? It was a fun experiment at least, I will > > > revisit > > > > it if anyone thinks up some ideas on how to improve it. > > > > > > > > John Hurliman > > > _______________________________________________ > > > Click here to unsubscribe or manage your list subscription: > > > https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev > > > > > > > > > _______________________________________________ > > Click here to unsubscribe or manage your list subscription: > > https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev > > > > > > > -- > RL: Jeroen Frans / SL: Frans Charming > http://www.thevesuviusgroup.com > http://www.fransinnovations.com > http://www.linkedin.com/in/mrfrans > http://secondslog.blogspot.com > _______________________________________________ > Click here to unsubscribe or manage your list subscription: > https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/sldev/attachments/20070502/1068b3b3/attachment.htm From secret.argent at gmail.com Wed May 2 13:15:19 2007 From: secret.argent at gmail.com (Argent Stonecutter) Date: Wed May 2 13:15:28 2007 Subject: [sldev] Jira client key for Open Source Second Life... In-Reply-To: <20070502190009.0AA8C41B027@stupor.lindenlab.com> References: <20070502190009.0AA8C41B027@stupor.lindenlab.com> Message-ID: <25FC2FFA-C201-4327-A030-3132622A9FE3@gmail.com> After reading Torley's comment about it on the blog, I downloaded a copy of the Jira client to test, and asked for a free key. They apparently thought I was a principle developer of the project (my blushes) and sent me this response: Hello Peter, Thanks for your request. Please find attached a site license for Second Life open-source projects. Feel free to share the license key with anyone interested or post it on the web. The license allows any number of users, and it is locked to your JIRA URL. If in the future the URL changes, please let me know and I'll create another license key. Thank you for your interest in JIRA Client. If you have any questions or feature requests, feel free to write me directly or post to our forum, http://forum.almworks.com Best regards, Igor I will include the key here, BUT... there's some kind of authentication issue between secondlife.com and the jira client software, on the Mac at least, so it doesn't yet work with this website. begin 644 jiraclient_secondlife.license M)ZI=[GQR(1+F`CIGYHHL_O"L'AS=/_"ASH-T"-,A,N]@A MW?7;1@V/OD3A40Z^.(GP>40]Z)H+(P%L!1:"MPRL.;S<"G6&FLZFPA^?'$KM M+'2%9PZOR'RGJ\GS,FX7S`$'PJT198(LRVN7NKDR2NTL=(5G#J^&FLZFPA^? M'$D4ZD[UMDVEOJ]EI#[4S).<:#0]YD)(=#K`MN!'^[PW%70HFA+;=,%]^-]H MV-_HW&5P/<%%=YNX+!H6_N^72=E&*6`##Z#58!#NR3?PVSGG#6DL7M(L(@+) M>Q6T)7*/11J*NR"-Q@$HJUZDT;B(%`OSI71=C2W3W(S2"M1ZRG" M58X=JSY77^`79.0B/R*'.K-=P+RO4_(1(?=T>,.=XK)LG.HX:>B*+? MTBK0TXO=7G7VC"L`!AV\WE62<^8G:0O7^GXR0,W%3 M00')Y=8&DG[6?%.,(6GOD;"[,&X7/8&6U]SU%%LG<9^.E5`V-2;/R;>0ZGU\ M//=Y^>.2'"WX8Q9S7`"@9.^2JPX97!1`=48M2M8+Z`PC'9GH!%WK](/%I8FV*P`LWQ3WQ#O3[C4C(@< MVO9S)Q!!1(,0)N$(&"\&RNA[/%`?LE94&DMRGQQ\@K+<4RB\;.S76TK\HE0I MA#A2AW>FUN="!3(:FN'K/@XEA=/`S*@=G520^"EO.IMK\/V1`C3%5C+MDGQ: M8_>E2J[2LNNF+N71?L)JT\VR5)=2\Q<`*`9(G\Q#8@@_O-9\''4ZIP+SQDRC M_]1`&*O-.[,D1N.61@V/OD3A40Z'>D"*!^Y<^H*>#3E*T*RFYBTBR/7#H5XA MVN<^1H3?CV=C9FX8,OH@;I17]V2^*U5E,+S:M]:<>I"R+_L":>#]+%+P40G" M!"I#A3?EJVDW:\RB;M0IU05#^^'ZWU[LTB'L&Z0G3FXM;3.F;\*<94$DBMS0 MSM]P*,MS'!9<&>1LUSW0AZ-(E@APU3`RP-AD1#APAH M#-`BZW-T.'4:X58'W?S%P$V;0G,4\"B"MC\Q^=:'>;]P4XO]%<6M!7YZR92@ MQ*9UX7B-,.`J4&.PTYL596=-\%`MB+5>^DVB[:CQ'Q$0)AX=25Z,?6DQO&T" M6`^@\)U!;,YU_M,&MA6N#*JEY3VY<^,N7_W,+"06HQZ7C6@&VUWA4#@?DY$0 MPZV%$9:D+Q?A@,<&8LS3Z6-\Y0Z36ZO#?BG7P9$OPFV/)D._IUM\>(X_1+O@ M'&\=^QY*IW23*C@J`?UD65=A"#BHYL>T$\/T/WCE#I-;J\-^*=_:@F2O&+"7 80)GQLQ^7-E[&08RT*9'&3%[^J#UXG:IL ` end Comments to: https://wiki.secondlife.com/wiki/Talk:Issue_tracker From gigstaggart at gmail.com Wed May 2 13:59:04 2007 From: gigstaggart at gmail.com (Jason Giglio) Date: Wed May 2 13:59:15 2007 Subject: [sldev] Jira client key for Open Source Second Life... In-Reply-To: <25FC2FFA-C201-4327-A030-3132622A9FE3@gmail.com> References: <20070502190009.0AA8C41B027@stupor.lindenlab.com> <25FC2FFA-C201-4327-A030-3132622A9FE3@gmail.com> Message-ID: <4638FB98.9010502@gmail.com> Argent Stonecutter wrote: > I will include the key here, BUT... there's some kind of authentication > issue between secondlife.com and the jira client software, on the Mac at > least, so it doesn't yet work with this website. It's not just the Mac. I asked Rob about this and he said that LL's authentication doesn't work with the RPC parts of Jira. He said Atlassian is working on it. He didn't give an ETA. -Jason From Paul.Hampson at Pobox.com Thu May 3 05:30:52 2007 From: Paul.Hampson at Pobox.com (Paul TBBle Hampson) Date: Thu May 3 05:31:22 2007 Subject: [sldev] Source for 1.15.0.2 In-Reply-To: <462FC13C.6060007@lindenlab.com> References: <462FC13C.6060007@lindenlab.com> Message-ID: <20070503123052.GA4079@keitarou> On Wed, Apr 25, 2007 at 01:59:40PM -0700, Rob Lanphier wrote: > Hi all, > The source for 1.15.0.2 is now available: > https://wiki.secondlife.com/wiki/Source_downloads Oh ouch, SConstuct has changed from tabs to quad-spaces... *watches a half-dozen patches suddenly fail* Once again, :s saves the day. ^_^ > Compiling sans libxul will cause a failure with the current source > release, so I've included a patch (courtesy Tofu) which will get > incorporated in future releases. Just a heads-up, the patch has been scrubbed by the mailing list webarchive software, as has the body of this email itself... Now I've just gotta get that contribution agreement scanned so I can start feeding some of my patches back. -- ----------------------------------------------------------- Paul "TBBle" Hampson, B.Sc, LPI, MCSE On-hiatus Asian Studies student, ANU The Boss, Bubblesworth Pty Ltd (ABN: 51 095 284 361) Paul.Hampson@Pobox.Com Of course Pacman didn't influence us as kids. If it did, we'd be running around in darkened rooms, popping pills and listening to repetitive music. -- Kristian Wilson, Nintendo, Inc, 1989 License: http://creativecommons.org/licenses/by/2.1/au/ ----------------------------------------------------------- -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070503/4be7a889/attachment.pgp From robla at lindenlab.com Thu May 3 07:31:50 2007 From: robla at lindenlab.com (Rob Lanphier) Date: Thu May 3 07:31:57 2007 Subject: Python scripts using spaces now (Re: [sldev] Source for 1.15.0.2) In-Reply-To: <20070503123052.GA4079@keitarou> References: <462FC13C.6060007@lindenlab.com> <20070503123052.GA4079@keitarou> Message-ID: <4639F256.1060409@lindenlab.com> On 5/3/07 5:30 AM, Paul TBBle Hampson wrote: > On Wed, Apr 25, 2007 at 01:59:40PM -0700, Rob Lanphier wrote: > >> The source for 1.15.0.2 is now available: >> https://wiki.secondlife.com/wiki/Source_downloads >> > > Oh ouch, SConstuct has changed from tabs to quad-spaces... > > *watches a half-dozen patches suddenly fail* > > Once again, :s saves the day. ^_^ > I should have mentioned this earlier. A few weeks ago, we standardized on four space indent, no tab whitespace convention for all Python scripts we use. Sorry for the inconvenience caused by the switchover, but the good news is that it was a deliberate and (hopefully) one-time action that will make patching easier in the future. >> Compiling sans libxul will cause a failure with the current source >> release, so I've included a patch (courtesy Tofu) which will get >> incorporated in future releases. >> > > Just a heads-up, the patch has been scrubbed by the mailing list > webarchive software, as has the body of this email itself... > Hmm....I'll look into that. Rob -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 249 bytes Desc: OpenPGP digital signature Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070503/dfbb231c/signature.pgp From robla at lindenlab.com Thu May 3 11:41:51 2007 From: robla at lindenlab.com (Rob Lanphier) Date: Thu May 3 11:41:57 2007 Subject: [sldev] Subversion repository (finally) Message-ID: <463A2CEF.9040000@lindenlab.com> Hi folks, After way too much delay (sorry), I'm happy to announce that we now have an official version control repository. Details are here: https://wiki.secondlife.com/wiki/Version_control_repository Note that the only thing that's in the source repository is the source code. All of the supporting libraries, art, fonts, etc, still need to be received via downloaded zipfile/tarball. In order to (hopefully) ensure things start off on the right foot, I've created snapshots corresponding to the latest checkins on the four current branches: https://wiki.secondlife.com/wiki/Source_downloads#Betas_and_other_snapshots Enjoy! Rob -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 249 bytes Desc: OpenPGP digital signature Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070503/748d7ef9/signature.pgp From seg at haxxed.com Thu May 3 12:14:57 2007 From: seg at haxxed.com (Callum Lerwick) Date: Thu May 3 12:17:29 2007 Subject: [sldev] First shot at building source. In-Reply-To: <46359052.1030809@speakeasy.net> References: <4635263B.3010101@wsu.edu> <463693FA.6050404@wsu.edu> <4638B46A.4010503@lindenlab.com> <1674f6c70705020942h3db2b34i36095163a8828371@mail.gmail.com> <7765f2c60705021158w6da2b0b9ie1d324309c3357dc@mail.gmail.com> <46359052.1030809@speakeasy.net> Message-ID: <1178219697.23869.13.camel@localhost.localdomain> On Mon, 2007-04-30 at 01:44 -0500, Alan Grimes wrote: > Hello, newbie here. (Gentoo linux) Rice. > 1. Including third party libraries with your distro is very bad karma. > It garentees that your stuff will rapidly become bloated and > unmaintainable. Many of the libraries in the current distribution can be > deleted and the client still runs against the host libraries with no > visible impact on performance. The third partly libraries are in an optional seperate tarball. > 2. When including headers from libraries, always use the <>'s... Use the > compiler -I flag to direct it to specific include paths... Most of the > compile errors (building against system libraries), I've seen so far > have been solvable by changing "foo/bar.h" to simply The proper thing to do is call pkg-config/sdl-config. I have a patch that does this. > 3. What's up with xmlrpc-epi? It seems to be a dead package... Why not > maintain it in house instead of applying 20 patches to the stuff on > sourceforge? Or port to xmlrpc-c, which seems a bit more lively and has wider use. http://xmlrpc-c.sourceforge.net/ > 4. What advantages does Fmod have over SDL's sound library? Apples and oranges. fmod is a kitchen sink, implementing 3D spacialization and codecs and streaming audio etc. SDL is a minimal layer, providing a buffer period callback and nothing more. Implementing OpenAL is on my to-do list. > 6. What i really need is a multithreaded client. I have a 1.2ghz dual > athlon... Getting a bigger machine would be pointless if I can only use > 1 CPU. =( Rice. (It is multithreaded.) > 7. There seems to be some issues compiling against Nvidia's openGL > headers. I'd love to use DRI/Mesa but IT DOES NOT WORK. Seems to be a > glext call without including glext and enabling the prototypes... Mesa headers work fine. You don't have to nor should you compile against nvidia headers to use nvidia drivers. > 8. It'd be incredibly useful to have a pre-made kdevelop config file for > this project. Kdevelop is awesome at helping you find suboptimal code! =) Submit a patch. > Okay, that's enough for the nite, the current build error is: > /tmp/atg/home/atg/source/linden/indra/i686-linux-client-release/llrender/llimagegl.cpp:139: > error: 'glActiveTexture' was not declared in this scope > /tmp/atg/home/atg/source/linden/indra/i686-linux-client-release/llrender/llimagegl.cpp:140: > error: 'glClientActiveTexture' was not declared in this scope > /tmp/atg/home/atg/source/linden/indra/i686-linux-client-release/llrender/llimagegl.cpp: > In static member function 'static void LLImageGL::unbindTexture(S32)': > /tmp/atg/home/atg/source/linden/indra/i686-linux-client-release/llrender/llimagegl.cpp:148: > error: 'glActiveTexture' was not declared in this scope > /tmp/atg/home/atg/source/linden/indra/i686-linux-client-release/llrender/llimagegl.cpp:149: > error: 'glClientActiveTexture' was not declared in this scope > /tmp/atg/home/atg/source/linden/indra/i686-linux-client-release/llrender/llimagegl.cpp: > In member function 'BOOL LLImageGL::bindTextureInternal(S32) const': > /tmp/atg/home/atg/source/linden/indra/i686-linux-client-release/llrender/llimagegl.cpp:410: > error: 'glActiveTexture' was not declared in this scope > scons: *** > [/tmp/atg/home/atg/source/linden/indra/i686-linux-client-release/llrender/llimagegl.o] > Error 1 > scons: building terminated because of errors. RTFM. https://wiki.secondlife.com/wiki/Common_compilation_problems -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: This is a digitally signed message part Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070503/d45ca1f0/attachment.pgp From aestes at acm.org Thu May 3 15:28:38 2007 From: aestes at acm.org (Andy Estes) Date: Thu May 3 15:28:46 2007 Subject: [sldev] Subversion repository (finally) In-Reply-To: <463A2CEF.9040000@lindenlab.com> References: <463A2CEF.9040000@lindenlab.com> Message-ID: <463A6216.2000705@acm.org> An HTML attachment was scrubbed... URL: http://lists.secondlife.com/pipermail/sldev/attachments/20070503/029bc199/attachment.htm -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 250 bytes Desc: OpenPGP digital signature Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070503/029bc199/signature.pgp From Paul.Hampson at Pobox.com Thu May 3 15:52:28 2007 From: Paul.Hampson at Pobox.com (Paul TBBle Hampson) Date: Thu May 3 15:52:59 2007 Subject: [sldev] Source for 1.15.0.2 In-Reply-To: <462FC13C.6060007@lindenlab.com> References: <462FC13C.6060007@lindenlab.com> Message-ID: <20070503225228.GA9866@keitarou> On Wed, Apr 25, 2007 at 01:59:40PM -0700, Rob Lanphier wrote: > Hi all, > The source for 1.15.0.2 is now available: > https://wiki.secondlife.com/wiki/Source_downloads This release (compared to 1.14.0.1) seems to be missing linden/indra/newview/character linden/indra/newview/res-sdl and the contents thereof. They don't appear to be in the artwork, linux-lib or either source archive. -- ----------------------------------------------------------- Paul "TBBle" Hampson, B.Sc, LPI, MCSE On-hiatus Asian Studies student, ANU The Boss, Bubblesworth Pty Ltd (ABN: 51 095 284 361) Paul.Hampson@Pobox.Com Of course Pacman didn't influence us as kids. If it did, we'd be running around in darkened rooms, popping pills and listening to repetitive music. -- Kristian Wilson, Nintendo, Inc, 1989 License: http://creativecommons.org/licenses/by/2.1/au/ ----------------------------------------------------------- -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070504/65235cc0/attachment.pgp From aaronb at lindenlab.com Thu May 3 17:43:29 2007 From: aaronb at lindenlab.com (Aaron Brashears) Date: Thu May 3 17:43:33 2007 Subject: [sldev] Subversion repository (finally) In-Reply-To: <463A6216.2000705@acm.org> References: <463A2CEF.9040000@lindenlab.com> <463A6216.2000705@acm.org> Message-ID: A cool little widget for controlling a particular Logitech keyboard has made it into the release code. During the roll of the tarball, this code was omitted. I recognize this sucks, but this code can be commented out until we resolve the issue. On 2007 May 3, at 15:28, Andy Estes wrote: > Rob, > > Great! > > The Release branch (at least the Windows build) fails to build due > to dependencies on the Logitech SDK. There is a subproject inside > llwindow which requires a number of files. Also viewer.cpp > includes "..\Logitech_LCD\LCD.h". > > Is this something new? Any pointers? > > Andy > > > Rob Lanphier wrote: >> Hi folks, After way too much delay (sorry), I'm happy to announce >> that we now have an official version control repository. Details >> are here: https://wiki.secondlife.com/wiki/ >> Version_control_repository Note that the only thing that's in the >> source repository is the source code. All of the supporting >> libraries, art, fonts, etc, still need to be received via >> downloaded zipfile/tarball. In order to (hopefully) ensure things >> start off on the right foot, I've created snapshots corresponding >> to the latest checkins on the four current branches: https:// >> wiki.secondlife.com/wiki/ >> Source_downloads#Betas_and_other_snapshots Enjoy! Rob >> _______________________________________________ Click here to >> unsubscribe or manage your list subscription: https:// >> lists.secondlife.com/cgi-bin/mailman/listinfo/sldev > > _______________________________________________ > Click here to unsubscribe or manage your list subscription: > https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev -------------- next part -------------- A non-text attachment was scrubbed... Name: PGP.sig Type: application/pgp-signature Size: 186 bytes Desc: This is a digitally signed message part Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070503/1d0caf38/PGP.pgp From aestes at acm.org Thu May 3 17:54:49 2007 From: aestes at acm.org (Andy Estes) Date: Thu May 3 17:54:47 2007 Subject: [sldev] Subversion repository (finally) In-Reply-To: References: <463A2CEF.9040000@lindenlab.com> <463A6216.2000705@acm.org> Message-ID: <463A8459.2040205@acm.org> No problem I can work around it for now (or until I decide to get a new keyboard). Rob, any thoughts on the best place to document this? Andy Aaron Brashears wrote: > A cool little widget for controlling a particular Logitech keyboard > has made it into the release code. During the roll of the tarball, > this code was omitted. > > I recognize this sucks, but this code can be commented out until we > resolve the issue. > > > On 2007 May 3, at 15:28, Andy Estes wrote: >> Rob, >> >> Great! >> >> The Release branch (at least the Windows build) fails to build due to >> dependencies on the Logitech SDK. There is a subproject inside >> llwindow which requires a number of files. Also viewer.cpp includes >> "..\Logitech_LCD\LCD.h". >> >> Is this something new? Any pointers? >> >> Andy >> >> >> Rob Lanphier wrote: >>> Hi folks, After way too much delay (sorry), I'm happy to announce >>> that we now have an official version control repository. Details are >>> here: https://wiki.secondlife.com/wiki/Version_control_repository >>> Note that the only thing that's in the source repository is the >>> source code. All of the supporting libraries, art, fonts, etc, still >>> need to be received via downloaded zipfile/tarball. In order to >>> (hopefully) ensure things start off on the right foot, I've created >>> snapshots corresponding to the latest checkins on the four current >>> branches: >>> https://wiki.secondlife.com/wiki/Source_downloads#Betas_and_other_snapshots >>> Enjoy! Rob _______________________________________________ Click >>> here to unsubscribe or manage your list subscription: >>> https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev >> >> _______________________________________________ >> Click here to unsubscribe or manage your list subscription: >> https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev > -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 250 bytes Desc: OpenPGP digital signature Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070503/35a913c9/signature.pgp From robla at lindenlab.com Thu May 3 18:12:39 2007 From: robla at lindenlab.com (Rob Lanphier) Date: Thu May 3 18:12:49 2007 Subject: [sldev] Subversion repository (finally) In-Reply-To: <463A6316.2050006@gmail.com> References: <463A2CEF.9040000@lindenlab.com> <463A6316.2050006@gmail.com> Message-ID: <463A8887.4050309@lindenlab.com> On 5/3/07 3:32 PM, Jason Giglio wrote: > If it's just "occasional snapshots", what's the point of write access? > Any commits will just be overwritten the next time you sync it with > the real SVN. (list cc'd with permission) I'm trying to sort out a "contrib" area for community branches. Stay tuned. Rob -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 249 bytes Desc: OpenPGP digital signature Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070503/2bd58eac/signature.pgp From agrimes at speakeasy.net Thu May 3 08:52:33 2007 From: agrimes at speakeasy.net (Alan Grimes) Date: Thu May 3 19:42:52 2007 Subject: [sldev] First shot at building source. In-Reply-To: <1178219697.23869.13.camel@localhost.localdomain> References: <4635263B.3010101@wsu.edu> <463693FA.6050404@wsu.edu> <4638B46A.4010503@lindenlab.com> <1674f6c70705020942h3db2b34i36095163a8828371@mail.gmail.com> <7765f2c60705021158w6da2b0b9ie1d324309c3357dc@mail.gmail.com> <46359052.1030809@speakeasy.net> <1178219697.23869.13.camel@localhost.localdomain> Message-ID: <463A0541.6090604@speakeasy.net> New business, late last night, before I colapsed on my keyboard, I noticed that SL was defining a custom bool type. WTF??? bool has been a part of C++ for more than ten years and has been back-ported into C as of '99. Why define your own bool?!?!?! The only explaination I can think of is that you wanted to garentee a specific word alignment... Even that is pretty lame because there are other ways of doing that... (data alignment is important, you know...) Also, there is a stdint.h file on most platforms which will, according to the standard, give you garenteed datatypes. I'll have to review the supported platforms list but I'm sure that all of them offer fairly good if not excelant implementations of these standard routines.... I also noticed that you seemed to be using the "Apache Runtime Library" to provie you with your threading routines. My own insticnct would be to use SDL's thread library in order to maximize the exploitation of what you already depend on. Is there a reason to justify this extra dependancy? old business: Callum Lerwick wrote: >> 1. Including third party libraries with your distro is very bad karma. >> It garentees that your stuff will rapidly become bloated and >> unmaintainable. Many of the libraries in the current distribution can be >> deleted and the client still runs against the host libraries with no >> visible impact on performance. > The third partly libraries are in an optional seperate tarball. OK... But the stuff in the main tarball expects headers and library paths to be in certain configurations. >> 3. What's up with xmlrpc-epi? It seems to be a dead package... Why not >> maintain it in house instead of applying 20 patches to the stuff on >> sourceforge? > Or port to xmlrpc-c, which seems a bit more lively and has wider use. > http://xmlrpc-c.sourceforge.net/ I don't know much about that package at all... I can't even say whether that is a better idea. >> 6. What i really need is a multithreaded client. I have a 1.2ghz dual >> athlon... Getting a bigger machine would be pointless if I can only use >> 1 CPU. =( > Rice. (It is multithreaded.) What do you mean by "rice"? Multithreading is certainly and emphatically not enabled on Linux. -- not in the current release version at least. =((( >> 7. There seems to be some issues compiling against Nvidia's openGL >> headers. I'd love to use DRI/Mesa but IT DOES NOT WORK. Seems to be a >> glext call without including glext and enabling the prototypes... > Mesa headers work fine. You don't have to nor should you compile against > nvidia headers to use nvidia drivers. [nvidia header compile problem] > https://wiki.secondlife.com/wiki/Common_compilation_problems Okay, there's an issue with compiling against Nvidia's headers... Hmm... I guess I'll have to figure out what the underlying issue is. I hope there's a workaround... I just got loaded with a major project at work... I'm going to spend the rest of tonite in-world... I'll try to get back to the code over the weekend. -- Opera: Sing it loud! :o( )>-< From jhurliman at wsu.edu Thu May 3 19:54:01 2007 From: jhurliman at wsu.edu (John Hurliman) Date: Thu May 3 19:54:39 2007 Subject: [sldev] First shot at building source. In-Reply-To: <463A0541.6090604@speakeasy.net> References: <4635263B.3010101@wsu.edu> <463693FA.6050404@wsu.edu> <4638B46A.4010503@lindenlab.com> <1674f6c70705020942h3db2b34i36095163a8828371@mail.gmail.com> <7765f2c60705021158w6da2b0b9ie1d324309c3357dc@mail.gmail.com> <46359052.1030809@speakeasy.net> <1178219697.23869.13.camel@localhost.localdomain> <463A0541.6090604@speakeasy.net> Message-ID: <463AA049.4040107@wsu.edu> >> Rice. (It is multithreaded.) >> > > What do you mean by "rice"? > > Multithreading is certainly and emphatically not enabled on Linux. -- > not in the current release version at least. =((( > > Rice burner: "A somewhat racist, often derogatory term used to describe cars or motorcycles of Japanese origin, most often those manufactured by Honda." (http://everything2.com/index.pl?node_id=486792). It is used in Linux circles to compare the customizability of Gentoo to import cars in the U.S. that have after-market modifications, and let you know that your choice of operating system was the wrong one when you post to mailing lists. John Hurliman From bbyer at mm.st Thu May 3 22:17:43 2007 From: bbyer at mm.st (Ben Byer) Date: Thu May 3 22:17:43 2007 Subject: [sldev] Top Ten [Windows] viewer crashes In-Reply-To: <4637D356.5080000@lindenlab.com> References: <46369248.1030003@lindenlab.com> <4637D356.5080000@lindenlab.com> Message-ID: On May 1, 2007, at 4:55 PM, Dan Maronn wrote: > Thanks for your interest, Ben. > > Some of the top 10 crashes affect Mac as well as PC. I just posted > the top 5 Mac specific crashes on the same page, https://wiki.secondlife.com/wiki/Fixing_bugs > #Call_stacks_for_Top_5_Mac-specific_crashes I just realized why I might be having trouble matching up the stack trace with my 1.15.0.2 binary. Are those PPC or Intel crashes? -b From Paul.Hampson at Pobox.com Fri May 4 01:48:24 2007 From: Paul.Hampson at Pobox.com (Paul TBBle Hampson) Date: Fri May 4 01:48:53 2007 Subject: [sldev] First shot at building source. In-Reply-To: <463A0541.6090604@speakeasy.net> References: <4635263B.3010101@wsu.edu> <463693FA.6050404@wsu.edu> <4638B46A.4010503@lindenlab.com> <1674f6c70705020942h3db2b34i36095163a8828371@mail.gmail.com> <7765f2c60705021158w6da2b0b9ie1d324309c3357dc@mail.gmail.com> <46359052.1030809@speakeasy.net> <1178219697.23869.13.camel@localhost.localdomain> <463A0541.6090604@speakeasy.net> Message-ID: <20070504084824.GA12746@keitarou> On Thu, May 03, 2007 at 10:52:33AM -0500, Alan Grimes wrote: >>> 6. What i really need is a multithreaded client. I have a 1.2ghz dual >>> athlon... Getting a bigger machine would be pointless if I can only use >>> 1 CPU. =( >> Rice. (It is multithreaded.) > What do you mean by "rice"? > Multithreading is certainly and emphatically not enabled on Linux. -- > not in the current release version at least. =((( http://web.archive.org/web/20060513022941/http://www.funroll-loops.org/ is probably the most helpful background to this pejorative. -- ----------------------------------------------------------- Paul "TBBle" Hampson, B.Sc, LPI, MCSE On-hiatus Asian Studies student, ANU The Boss, Bubblesworth Pty Ltd (ABN: 51 095 284 361) Paul.Hampson@Pobox.Com Of course Pacman didn't influence us as kids. If it did, we'd be running around in darkened rooms, popping pills and listening to repetitive music. -- Kristian Wilson, Nintendo, Inc, 1989 License: http://creativecommons.org/licenses/by/2.1/au/ ----------------------------------------------------------- -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070504/d85527d6/attachment.pgp From kamilion at gmail.com Fri May 4 05:20:29 2007 From: kamilion at gmail.com (Kamilion) Date: Fri May 4 05:20:37 2007 Subject: [sldev] First shot at building source. In-Reply-To: <20070504084824.GA12746@keitarou> References: <4635263B.3010101@wsu.edu> <463693FA.6050404@wsu.edu> <4638B46A.4010503@lindenlab.com> <1674f6c70705020942h3db2b34i36095163a8828371@mail.gmail.com> <7765f2c60705021158w6da2b0b9ie1d324309c3357dc@mail.gmail.com> <46359052.1030809@speakeasy.net> <1178219697.23869.13.camel@localhost.localdomain> <463A0541.6090604@speakeasy.net> <20070504084824.GA12746@keitarou> Message-ID: On 5/4/07, Paul TBBle Hampson wrote: > On Thu, May 03, 2007 at 10:52:33AM -0500, Alan Grimes wrote: > >>> 6. What i really need is a multithreaded client. I have a 1.2ghz dual > >>> athlon... Getting a bigger machine would be pointless if I can only use > >>> 1 CPU. =( > > >> Rice. (It is multithreaded.) > > > What do you mean by "rice"? > > > Multithreading is certainly and emphatically not enabled on Linux. -- > > not in the current release version at least. =((( > > http://web.archive.org/web/20060513022941/http://www.funroll-loops.org/ > is probably the most helpful background to this pejorative. > Personally, I'm getting a wee bit vexed at why certain people seem to get their giggles over bashing gentoo/gentoo users. Quoting a nice little article on LWN about Gentoo HPC Clusters: "Gentoo's flexibility as a metadistribution means you can make whatever you want from it without hacking and slashing all over the place, as you may need to if starting from another distribution. Your changes to the base configuration are easy to find, document, and reproduce. You can even start out with something more minimal than a Gentoo base system by taking advantage of Portage's ROOT support to install only what you need to an arbitrary location (described in more detail in this LWN article). I find this most useful for diskless clusters. You can easily install to a location on an NFS server such as /opt/cluster/, which the diskless nodes use as their filesystem root. By using UnionFS to mount a read-only NFS root with tmpfs layered on top, all of the nodes can use the same filesystem without any concerns about multiple simultaneous writes. You can push only security fixes using `glsa-check`, and with a single invocation of `emerge`, you can manage full system updates to the server root or the diskless root." http://lwn.net/Articles/229770/ Flexible is good. What's wrong with CFLAGS="-Os -pipe" ? And besides, there's always GRP packages. From fairlight at tigress.com Fri May 4 05:28:32 2007 From: fairlight at tigress.com (Fairlight) Date: Fri May 4 05:29:35 2007 Subject: [sldev] Subversion repository (finally) In-Reply-To: References: <463A2CEF.9040000@lindenlab.com> <463A6216.2000705@acm.org> Message-ID: Woot! G15 support! *does a dance* Fairlight Lake On Fri, 04 May 2007 01:43:29 +0100, Aaron Brashears wrote: > A cool little widget for controlling a particular Logitech keyboard > has made it into the release code. During the roll of the tarball, > this code was omitted. > > I recognize this sucks, but this code can be commented out until we > resolve the issue. > > > On 2007 May 3, at 15:28, Andy Estes wrote: >> Rob, >> >> Great! >> >> The Release branch (at least the Windows build) fails to build due >> to dependencies on the Logitech SDK. There is a subproject inside >> llwindow which requires a number of files. Also viewer.cpp >> includes "..\Logitech_LCD\LCD.h". >> >> Is this something new? Any pointers? >> >> Andy >> >> >> Rob Lanphier wrote: >>> Hi folks, After way too much delay (sorry), I'm happy to announce >>> that we now have an official version control repository. Details >>> are here: https://wiki.secondlife.com/wiki/ >>> Version_control_repository Note that the only thing that's in the >>> source repository is the source code. All of the supporting >>> libraries, art, fonts, etc, still need to be received via >>> downloaded zipfile/tarball. In order to (hopefully) ensure things >>> start off on the right foot, I've created snapshots corresponding >>> to the latest checkins on the four current branches: https:// >>> wiki.secondlife.com/wiki/ >>> Source_downloads#Betas_and_other_snapshots Enjoy! Rob >>> _______________________________________________ Click here to >>> unsubscribe or manage your list subscription: https:// >>> lists.secondlife.com/cgi-bin/mailman/listinfo/sldev >> >> _______________________________________________ >> Click here to unsubscribe or manage your list subscription: >> https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev > -- (`.-,') -------------------------------------------- .-' ; F a i r l i g h t _.-' , `,- t h e w h i t e l i o n _ _.-' .' /._ .' ` _.-. / ,'._;) E-mail: fairlight@tigress.com ( . )-| ( Homepage: http://www.tigress.com/fairlight )`,_ ,'_,' \_;) fL Puppetry E-Mail: pawpet@pawpet.de ('_ _,'.' (___,)) Puppetry Homepage: http://www.pawpet.de `-:;.-' -------------------------------------------- From Paul.Hampson at Pobox.com Fri May 4 07:35:55 2007 From: Paul.Hampson at Pobox.com (Paul TBBle Hampson) Date: Fri May 4 07:36:33 2007 Subject: [sldev] First shot at building source. In-Reply-To: References: <463693FA.6050404@wsu.edu> <4638B46A.4010503@lindenlab.com> <1674f6c70705020942h3db2b34i36095163a8828371@mail.gmail.com> <7765f2c60705021158w6da2b0b9ie1d324309c3357dc@mail.gmail.com> <46359052.1030809@speakeasy.net> <1178219697.23869.13.camel@localhost.localdomain> <463A0541.6090604@speakeasy.net> <20070504084824.GA12746@keitarou> Message-ID: <20070504143555.GB13236@keitarou> On Fri, May 04, 2007 at 05:20:29AM -0700, Kamilion wrote: > On 5/4/07, Paul TBBle Hampson wrote: > >On Thu, May 03, 2007 at 10:52:33AM -0500, Alan Grimes wrote: > >>>> 6. What i really need is a multithreaded client. I have a 1.2ghz dual > >>>> athlon... Getting a bigger machine would be pointless if I can only use > >>>> 1 CPU. =( > >>> Rice. (It is multithreaded.) > >> What do you mean by "rice"? > >> Multithreading is certainly and emphatically not enabled on Linux. -- > >> not in the current release version at least. =((( > >http://web.archive.org/web/20060513022941/http://www.funroll-loops.org/ > >is probably the most helpful background to this pejorative. > Personally, I'm getting a wee bit vexed at why certain people seem to > get their giggles over bashing gentoo/gentoo users. I suspect there's more giggles coming from the response such bashing tends to extract from the aforementioned Gentoo users. Anyway, I believe this has gone on way too long for the list. If I remember the rules correctly, that means it should be taken to a Wiki. ^_^ I'd suggest taking it to /dev/null instead. -- ----------------------------------------------------------- Paul "TBBle" Hampson, B.Sc, LPI, MCSE On-hiatus Asian Studies student, ANU The Boss, Bubblesworth Pty Ltd (ABN: 51 095 284 361) Paul.Hampson@Pobox.Com Of course Pacman didn't influence us as kids. If it did, we'd be running around in darkened rooms, popping pills and listening to repetitive music. -- Kristian Wilson, Nintendo, Inc, 1989 License: http://creativecommons.org/licenses/by/2.1/au/ ----------------------------------------------------------- -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070505/9e11be51/attachment.pgp From robla at lindenlab.com Fri May 4 22:11:12 2007 From: robla at lindenlab.com (Rob Lanphier) Date: Fri May 4 22:11:19 2007 Subject: [sldev] Subversion repository (finally) In-Reply-To: <463A8459.2040205@acm.org> References: <463A2CEF.9040000@lindenlab.com> <463A6216.2000705@acm.org> <463A8459.2040205@acm.org> Message-ID: <463C11F0.2050102@lindenlab.com> On 5/3/07 5:54 PM, Andy Estes wrote: > No problem I can work around it for now (or until I decide to get a new > keyboard). > > Rob, any thoughts on the best place to document this? > Probably a bug in JIRA ("Viewer doesn't build on Windows w/o Logitech SDK"), and then a reference to it on the "Source downloads" page. Thanks! Rob > Andy > > Aaron Brashears wrote: > >> A cool little widget for controlling a particular Logitech keyboard >> has made it into the release code. During the roll of the tarball, >> this code was omitted. >> >> I recognize this sucks, but this code can be commented out until we >> resolve the issue. >> >> >> On 2007 May 3, at 15:28, Andy Estes wrote: >> >>> Rob, >>> >>> Great! >>> >>> The Release branch (at least the Windows build) fails to build due to >>> dependencies on the Logitech SDK. There is a subproject inside >>> llwindow which requires a number of files. Also viewer.cpp includes >>> "..\Logitech_LCD\LCD.h". >>> >>> Is this something new? Any pointers? >>> >>> Andy >>> >>> >>> Rob Lanphier wrote: >>> >>>> Hi folks, After way too much delay (sorry), I'm happy to announce >>>> that we now have an official version control repository. Details are >>>> here: https://wiki.secondlife.com/wiki/Version_control_repository >>>> Note that the only thing that's in the source repository is the >>>> source code. All of the supporting libraries, art, fonts, etc, still >>>> need to be received via downloaded zipfile/tarball. In order to >>>> (hopefully) ensure things start off on the right foot, I've created >>>> snapshots corresponding to the latest checkins on the four current >>>> branches: >>>> https://wiki.secondlife.com/wiki/Source_downloads#Betas_and_other_snapshots >>>> Enjoy! Rob _______________________________________________ Click >>>> here to unsubscribe or manage your list subscription: >>>> https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev >>>> >>> _______________________________________________ >>> Click here to unsubscribe or manage your list subscription: >>> https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev >>> > > > > ------------------------------------------------------------------------ > > _______________________________________________ > Click here to unsubscribe or manage your list subscription: > https://lists.secondlife.com/cgi-bin/mailman/listinfo/sldev > -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 249 bytes Desc: OpenPGP digital signature Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070504/49916fc9/signature.pgp From labrat.hb at gmail.com Sat May 5 02:10:05 2007 From: labrat.hb at gmail.com (Harold Brown) Date: Sat May 5 02:10:08 2007 Subject: [sldev] Chat Logging patch Message-ID: Skipped content of type multipart/alternative-------------- next part -------------- --- indra/newview/skins/xui/en-us/panel_preferences_im.xml Wed Apr 25 12:22:02 2007 +++ indra/newview/skins/xui/en-us/panel_preferences_im.xml Sat May 05 00:39:03 2007 @@ -25,42 +25,65 @@ height="16" hidden="false" initial_value="false" label="Send IM to Email ([EMAIL])" left="148" mouse_opaque="true" name="send_im_to_email" radio_style="false" width="350" />