[sldev] RE: SLDev Digest, Vol 19, Issue 35

neil roger neil30328 at hotmail.com
Thu Jul 17 12:21:34 PDT 2008


I would like to bring back the opinion that people being phantom using lsl scripts should be removed.> From: sldev-request at lists.secondlife.com> Subject: SLDev Digest, Vol 19, Issue 35> To: sldev at lists.secondlife.com> Date: Thu, 17 Jul 2008 11:19:17 -0700> > Send SLDev mailing list submissions to> sldev at lists.secondlife.com> > To subscribe or unsubscribe via the World Wide Web, visit> /index.html> or, via email, send a message with subject or body 'help' to> sldev-request at lists.secondlife.com> > You can reach the person managing the list at> sldev-owner at lists.secondlife.com> > When replying, please edit your Subject line so it is more specific> than "Re: Contents of SLDev digest..."> > > Today's Topics:> > 1. Re: Re: New Sculpty Features (Karl Stiefvater)> 2. Re: SV: [sldev] Unresolved externals (Aimee Walton)> 3. Re: Re: New Sculpty Features (Strife Onizuka)> 4. Re: Re: New Sculpty Features (Karl Stiefvater)> 5. Re: OpenGL toolkits (Re: [sldev] Qt for the viewer) (Jordi Polo)> 6. Open source meeting - Thursday, 2pm PT, call for items> (Robin Cornelius)> 7. Re: Decoupling UI widget set from rest of viewer (Re: Qt for> the viewer) (Alissa Sabre)> 8. Re: SV: [sldev] Unresolved externals (Soft)> > > ----------------------------------------------------------------------> > Message: 1> Date: Wed, 16 Jul 2008 12:16:54 -0700> From: Karl Stiefvater <qarl at lindenlab.com>> Subject: Re: [sldev] Re: New Sculpty Features> To: sldev at lists.secondlife.com> Message-ID: <2CE7890A-97CF-4CB6-8553-9BEA611332CA at lindenlab.com>> Content-Type: text/plain; charset=US-ASCII; format=flowed; delsp=yes> > > I do think that Y and Z would be good to have -- even if the effect> > can be achieved through other, less approachable methods. The majority> > of sculpty users are _artists and designers_, not mathematicians or> > comp sci geeks. They don't know (and aren't interested in learning)> > the mathematical voodoo behind all this, they just want to get the> > effect they're looking for. So, adding Y and Z would be a big win in> > usability and user-friendliness. :-)> > yeah, i get that. (trust me, i'm a big fan of artists and designers.)> > but:> > 1) this isn't really the right "level" to support that sort of > feature. it's more of a UI sort of thing, not a low-level sort of > thing. similar to how you wouldn't want your filesystem to need to > worry about text formatting (bold/italic/etc.)> > 2) in the grand scheme of things, LL gives MUCH higher priority to > stability over features. as i said, the new options improve sculpt- > map efficiency - so they win.> > 3) most practically - by simply rotating the model first before you > generate the sculpt map, you can effectively mirror along ANY plane > (not just the X, Y, and Z planes.) this is the preferred method since > it gives you more freedom. (and as such, you can see how a single > mirror option is more "fundamental" than the other ones.)> > it really has nothing to do with the extra two characters "_X". :)> > > > K.> > > > ------------------------------> > Message: 2> Date: Wed, 16 Jul 2008 20:50:42 +0100> From: Aimee Walton <aimee at ama-zing.co.uk>> Subject: Re: SV: [sldev] Unresolved externals> To: Second Life Developer Mailing List <sldev at lists.secondlife.com>> Message-ID: <6A913EF3-9199-42A5-9024-1C6E869777F4 at ama-zing.co.uk>> Content-Type: text/plain; charset=US-ASCII; delsp=yes; format=flowed> > > On Jul 16, 2008, at 19:58, Soft wrote:> > > I'm checking this out. The fix to the featurettes branch drops > > shortly as well.> > Thanks Soft :)> > Aimee.> > > ------------------------------> > Message: 3> Date: Wed, 16 Jul 2008 21:08:09 -0400> From: "Strife Onizuka" <blindwanderer at gmail.com>> Subject: Re: [sldev] Re: New Sculpty Features> To: kelly at lindenlab.com> Cc: Karl Stiefvater <qarl at lindenlab.com>, Second Life Developer> Mailing List <sldev at lists.secondlife.com>> Message-ID:> <89ca6da00807161808j73a27684q326212e9dac612a6 at mail.gmail.com>> Content-Type: text/plain; charset=UTF-8> > I seem not have been understood by anyone. Time for a second crack at it.> > It has to do with the stitching for cylinder and sphere types. On the> cylinder it stitches the left to the right, and on the sphere it also> pinches the top and bottom edges. What I'm advocating is a way to have> it instead stitch the top and bottom to each other, and do the pinch> on the left and right. For the other two sculpty types it doesn't> matter if they are rotated because the edges are all handled the same.> There are two ways of dealing with this, either implement a ROTATE> flag or add new sculpty types that have that stitching, the results> will be the same.> > Strife> > On Tue, Jul 15, 2008 at 11:54 PM, <kelly at lindenlab.com> wrote:> >> A PRIM_SCULPT_FLAG_ROTATE flag is a really good idea, that or> >> PRIM_SCULPT_TYPE_SPHERE_OTHER and PRIM_SCULPT_TYPE_CYLINDER_OTHER.> >>> >> Strife> >>> >> > Pardon my naivete (I'm not an expert on sculpties at all) but ... how is> > rotating a sculpt texture different from rotating the actual prim?> >> > - Kelly> >> >> > > ------------------------------> > Message: 4> Date: Wed, 16 Jul 2008 18:16:18 -0700> From: Karl Stiefvater <qarl at lindenlab.com>> Subject: Re: [sldev] Re: New Sculpty Features> To: "Strife Onizuka" <blindwanderer at gmail.com>> Cc: Second Life Developer Mailing List <sldev at lists.secondlife.com>> Message-ID: <01C105FB-EA7C-4C5E-8A34-A371AAA65A92 at lindenlab.com>> Content-Type: text/plain; charset=US-ASCII; format=flowed; delsp=yes> > ok - but i still feel like this falls under the category of > "convenience" and not "efficiency", right?> > all the rotate buys you is a quick fix for when your sculpt exporter > isn't smart enough to generate the right map. i'd argue that you > merely fix the exporter, and leave the low-level interface as minimal > as possible.> > K.> > On Jul 16, 2008, at 6:08 PM, Strife Onizuka wrote:> > > I seem not have been understood by anyone. Time for a second crack > > at it.> >> > It has to do with the stitching for cylinder and sphere types. On the> > cylinder it stitches the left to the right, and on the sphere it also> > pinches the top and bottom edges. What I'm advocating is a way to have> > it instead stitch the top and bottom to each other, and do the pinch> > on the left and right. For the other two sculpty types it doesn't> > matter if they are rotated because the edges are all handled the same.> > There are two ways of dealing with this, either implement a ROTATE> > flag or add new sculpty types that have that stitching, the results> > will be the same.> >> > Strife> >> > On Tue, Jul 15, 2008 at 11:54 PM, <kelly at lindenlab.com> wrote:> >>> A PRIM_SCULPT_FLAG_ROTATE flag is a really good idea, that or> >>> PRIM_SCULPT_TYPE_SPHERE_OTHER and PRIM_SCULPT_TYPE_CYLINDER_OTHER.> >>>> >>> Strife> >>>> >>> >> Pardon my naivete (I'm not an expert on sculpties at all) but ... > >> how is> >> rotating a sculpt texture different from rotating the actual prim?> >>> >> - Kelly> >>> >>> > > > ------------------------------> > Message: 5> Date: Thu, 17 Jul 2008 12:30:06 +0900> From: "Jordi Polo" <mumismo at gmail.com>> Subject: Re: OpenGL toolkits (Re: [sldev] Qt for the viewer)> To: "Argent Stonecutter" <secret.argent at gmail.com>> Cc: Second Life Developer Mailing List <sldev at lists.secondlife.com>> Message-ID:> <a4162420807162030y4f7f230m61e6816a207e11ae at mail.gmail.com>> Content-Type: text/plain; charset="iso-8859-1"> > IMHO, Qt is more than an OpenGL toolkit. It is almost accidentally also able> to render widgets on OpenGL.> I see the following interesting features on Qt:> > - Running on win, mac, linux (I guess other options also achieve this)> - Styles engine (at least libufo should be able to do this)> - Integrated HTML rendering engine webkit (I guess ligufo has Gecko)> - Model/ view programming for widgets> - Containers (ala libstdc++), classes to access the filesystem, sockets,> etc.> - Multithread and parallel programming helper classes> - XML and Phonon modules that may be used instead of other current> dependences> - Big community (KDE, thats it)> - In development for a number of years now, Ive been said it is pretty> optimized.> > Qt can substitute (in the code, Qt itself may depend on those libraries) :> - Apache portable runtime (sockets and networking classes)> - Glib> - GTK+> - Multimedia related libraries (Phonon) I am not very sure how powerful is> Phonon though, never used it. It may not be enough for viewers needs.> - Freetype? (not sure)> - SDL> - mozlib (when the embedded webkit is ready)> > Qt would provide one API, signals between components and easy threading for> all these.> > > On Wed, Jul 16, 2008 at 9:14 PM, Argent Stonecutter <secret.argent at gmail.com>> wrote:> > > On 2008-07-15, at 15:54, JB Kraft wrote:> >> >> Qt is ok, but personally I find WxWidgets much easier to deal with. MOC is> >> a strange creature. That said, I rather like the current ui tools. If as> >> much time were put into a good refactoring and decoupling, making the> >> current ui tools into an independant library as it would take to port to Qt> >> or Wx, I think that would be a very useful toolkit for cross-plat GL work.> >> Perhaps that's generous though ;)> >>> >> > I had a similar idea a year or so ago, and started to tear into the> > toolkit, but decided it was really too specialized to be a good starting> > point. It could do with a refactoring, but I don't think it would really> > attract much outside attention: there are already a few OpenGL GUI toolkits> > it'd be competing against.> >> > A couple that look interesting:> >> > http://libufo.sourceforge.net/ - OpenGL UI toolkit that uses CSS and XUL> > forms, and it can be dropped into an existing openGL context.> > http://www.fltk.org/ - This one's been around longer, and may be more> > mature.> >> > Both are LGPL and thus compatible with Second Life's licensing ... both the> > open source and commercial versions.> >> > _______________________________________________> > Policies and (un)subscribe information available here:> > http://wiki.secondlife.com/wiki/SLDev> > Please read the policies before posting to keep unmoderated posting> > privileges> >> > > > -- > Jordi Polo Carres> NLP laboratory - NAIST> http://www.bahasara.org> -------------- next part --------------> An HTML attachment was scrubbed...> URL: http://lists.secondlife.com/pipermail/sldev/attachments/20080717/0a954952/attachment-0001.htm> > ------------------------------> > Message: 6> Date: Thu, 17 Jul 2008 13:17:07 +0100> From: "Robin Cornelius" <robin.cornelius at gmail.com>> Subject: [sldev] Open source meeting - Thursday, 2pm PT, call for> items> To: "Second Life Developer Mailing List" <sldev at lists.secondlife.com>> Message-ID:> <c4db5c50807170517g5f33234i3f5d8413826b74e5 at mail.gmail.com>> Content-Type: text/plain; charset=ISO-8859-1> > Hi everyone,> > The usual Thursday routine,> > Open source meeting - Thursday, 2pm PT (10pm BST/11pm Europe) in Hippotropolis> http://slurl.com/secondlife/Hippotropolis/239/28/24> > As usual, any items for discussion please add to :-> https://wiki.secondlife.com/wiki/Open_Source_Meeting/Agenda> > See you in Hippotropolis later.> > Robin> > > ------------------------------> > Message: 7> Date: Thu, 17 Jul 2008 23:45:04 +0900> From: alissa_sabre at yahoo.co.jp (Alissa Sabre)> Subject: Re: [sldev] Decoupling UI widget set from rest of viewer (Re:> Qt for the viewer)> To: sldev at lists.secondlife.com> Message-ID: <1ds4dsdds4kYbebaerb6Pwwk.alissa_sabre at yahoo.co.jp>> Content-Type: text/plain; charset=US-ASCII> > > > If anyone spends time evaluating or experimenting with either, be sure> > to look into i18n support. I believe it was Alissa, contributor of> > more than a dozen Asian language support viewer patches, who said that> > Asian language support was problematic under Qt.> > Well, my understainding is that Qt is very poor in handling input> methods on Windows and MacOS. I think Qt handles input methods well> on Linux. I see no big problem in international text drawing on Qt's> standard widgets. I don't remember that, but if I said Asian language> support was problematic under Qt, I meant input method handling was> problematic on Qt running on Windows or MacOS.> > Note that _input_method_ is a generic name for mechanisms that allows> a users to use his/her standard keyboard to type characters more than> those labeled on the key tops. In particular, some East Asian> languages including Japanese and Chinese require thousands of> characters, so it is essential to use a good input method to type> texts in those languages.> > I believe Gtk is almost same case as Qt; it is poor handling input> methods on Windows and MacOS. It's OK on Linux, and intermational> text drawing is OK on all three platforms.> > I have no experience on wxWidgets, but a quick googling showed a lot> of complains on Japanese input features on wxWidgets, even on Linux.> > > Last I remembered, Alissa Sabre had done some early work for using Gtk > > for text input, out of frustration with the current UI's lack of support > > for things that matter greatly for non-Latin character sets.> > Yes, but it is for Linux only. I believe that the current SL viewer's> input method handling on Windows and Linux is OK. The reason the> current SL viewer on Linux lack good support for input methods is that> SDL is very poor in handling input methods. So, I tried to adapt SL> viewer to Gtk based input handling, primarily suggested by Tofu> Linden. (See VWR-2261 on Public JIRA.)> > Well, I was very busy in my RL in June, and the Tofu's offer (as the> last comment to the above PJIRA issue) is currently pending.> > I don't support, however, an idea to rewrite SL viewer to use Gtk> widget natively. The work VWR-2261 does is use Gtk to create a big> main window, and run SL viewer in the window using current LLUI> framework. It is in Linux specific code. I had no intention to use> Gtk native widget to create SL viewer UI or to use Gtk on> Windows/MacOS.> > Alissa Sabre> --------------------------------------> Stop! Global Warming ~ Yahoo! JAPAN Earth Project> http://pr.mail.yahoo.co.jp/earthproject/> > > ------------------------------> > Message: 8> Date: Thu, 17 Jul 2008 13:19:12 -0500> From: Soft <soft at lindenlab.com>> Subject: Re: SV: [sldev] Unresolved externals> To: "Aimee Walton" <aimee at ama-zing.co.uk>> Cc: Second Life Developer Mailing List <sldev at lists.secondlife.com>> Message-ID:> <dba56e170807171119g32f227bkfe77fce6f445c45 at mail.gmail.com>> Content-Type: text/plain; charset=ISO-8859-1> > On Wed, Jul 16, 2008 at 1:55 PM, Aimee Walton <aimee at ama-zing.co.uk> wrote:> >> > On Jul 16, 2008, at 14:13, Suzhanna Rossini wrote:> >> >> I also get this error when trying at a friend who has VS2003..> >> We tried with svn release 772..> >> Here're the error messages produced at link time:> >>> >> Linking...> >> llcompilequeue.obj : error LNK2019: unresolved external symbol "int> >> __cdecl> >> lscript_compile(char const *,char const *,char const *,int)"> >> (?lscript_compile@@YAHPBD00H at Z) referenced in function "protected: void> >> __thiscall LLFloaterCompileQueue::compile(class> >> std::basic_string<char,struct std::char_traits<char>,class> >> std::allocator<char> > const &,class LLUUID const &)"> >>> >> (?compile at LLFloaterCompileQueue@@IAEXABV?$basic_string at DU?$char_traits at D@std> >> @@V?$allocator at D@2@@std@@ABVLLUUID@@@Z)> >>> >> llpreviewscript.obj : error LNK2001: unresolved external symbol "int> >> __cdecl> >> lscript_compile(char const *,char const *,char const *,int)"> >> (?lscript_compile@@YAHPBD00H at Z)> >> > I've also been getting the equivalent error message during linking building> > with Xcode on the Mac.> >> > indra.l.cpp and indra.y.cpp seem to be being pulled into the project> > incorrectly as indra.l.cpp.rule and indra.y.cpp.rule, manually pointing it> > to the proper files fixed the problem.> > This is strange. I've tried with VS2005 and XCode and I'm not having> any problem with either.> > Aimee, Suzhanna - Would you please walk through the steps you're using> to unpack and build? It's possible there's a bogus step in our> instructions that wants fixing.> > > ------------------------------> > _______________________________________________> SLDev mailing list> SLDev at lists.secondlife.com> /index.html> > > End of SLDev Digest, Vol 19, Issue 35> *************************************
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