[sldev] hidden 1.15 patches, bleh...
Sithlard Sith
sithlard at yahoo.com
Mon May 14 22:36:02 PDT 2007
>Note 2: Re-defining glEnum and friends completely defeats the point of
>there being a glEnum... !!! =|
So, shut up and patch it?
>Note 3: All instances of BOOL should be replaced with bool in all
>functions, methods, and global data objects without hesitation or delay.
>Give the compiler a clue! Data structures and classes must be analyzed
>seperately, ALL DATA STRUCTURES AND CLASSES SHOULD BE A MULTIPLE OF 8
>BYTES IN LENGTH!!!
I am sure that the most important thing we should do right this instant is go and perform this entirely meaningless optimization and ignore the hundreds of other issues in the viewer. Do you have nothing better than to complain about trivialities? If you're going to use ALL CAPS to point out this completely trivial issue, then at least patch what you preach. All datastructures in multiples of eight bytes? Why, you better go and start padding everything with meaningless char arrays. Surely this will be more efficient. Surely.
>Note 4: In world, there was a discussion about the state of the client
>on the linux users group. It was agreed that the current codebase does
>far too little to exploit the OpenGL API. While I think OpenGL is
>obsolescant -- Raytracing will eventually take over, there is no reason
>not to maximally exploit all the standard static functions of OpenGL.
Specifics? Is it not using enough GL_ARB_POINT_PARAMETERS calls for you? It's not using enough features you say? Oh, but OpenGL is pointless, don't bother. This doesn't make any sense. We use the features we need. Were you in the same group that says we need to use more features to get more "FPSes"?
>I'm somewhat reluctant to press ahead with more advanced features, such
>as programmable shaders, but the static functions are there to be
>exploited for all they're worth...
SL already does this, it uses pixel shaders in water rendering and vertex shaders for avatar animation. If you spent ten minutes reading source code, or even researching slightly, you might have have already known this. Instead, you're making hideously stupid statements on a development list sent to hundreds of people. Static functions? Use more? That means absolutely nothing. If you want to point out a specific optimization, like using vertex buffers, then do that. Otherwise your posting is redundant and meaningless.
Do you have any idea what you're talking about? All you are doing is
trying to trump your own superiority by throwing buzzwords and tiny
little pointless things you heard here or there on some textbook or
"dev tips" page, and not doing any actual contributions. If you do not want to actually develop, just shut up already. This is not a random bullshit talk list. It is an active development list. Every single post you have made on this list has been a waste of time.
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