Difference between revisions of "User:Nyx Linden/Office Hours Agenda"

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(→‎October 27, 2010: 64bit buidling of mesh-development broken)
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# A lot of avatar heads and faces have for years now had blinking eyes and basic expressions as the norm. The status quo is currently to do this via swapping sculpts. While there is a resource drain, not having an equivalent functionality in mesh is a real problem, and the 'proper' solution (custom bones) seems a long way off. (Or are they?) Alpha setting of submeshes is problematic due to it requiring far more states to set which can get out of order. This leaves meshes in a state of limbo as far as functionality equivalent to sculpts in avatar creation. This aspect may be more important than and more used than LL realizes. If LL is getting rid of UUID swapping, will there be a stop gap measure to allow equivalent functionality? [[User:Michi Lumin|Michi Lumin]]
# A lot of avatar heads and faces have for years now had blinking eyes and basic expressions as the norm. The status quo is currently to do this via swapping sculpts. While there is a resource drain, not having an equivalent functionality in mesh is a real problem, and the 'proper' solution (custom bones) seems a long way off. (Or are they?) Alpha setting of submeshes is problematic due to it requiring far more states to set which can get out of order. This leaves meshes in a state of limbo as far as functionality equivalent to sculpts in avatar creation. This aspect may be more important than and more used than LL realizes. If LL is getting rid of UUID swapping, will there be a stop gap measure to allow equivalent functionality? [[User:Michi Lumin|Michi Lumin]]
# Do we know what happened to Mesh Sandbox 1? [[User:Drongle McMahon|Drongle McMahon]] 19:09, 27 October 2010 (UTC)
# Do we know what happened to Mesh Sandbox 1? [[User:Drongle McMahon|Drongle McMahon]] 19:09, 27 October 2010 (UTC)
# [https://lists.secondlife.com/pipermail/opensource-dev/2010-October/004364.html mesh-development viewer build broken].
#* Well on 64bit, which isn't officially supported (yet?), but still ...
#* Some fixes available (see issues in linked mail)

Revision as of 11:13, 27 October 2010

Nyx Linden's Office Hours Agenda

Office hours are on Wednesdays at Noon in Pacific time (SL standard time) located in Borrowdale at: http://slurl.com/secondlife/Borrowdale/74/217/32

Topics are focused on avatars, content creation efficiency, content creation tools and methods, rendering issues, and many related random topics.

Please add topics for discussion / agenda items to the end of the list below prior to 11:50 AM. Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. Contact Nyx Linden if you are unsure if your topic is relevant or appropriate.

Archived agendas can be found at the agenda archive.

Next meeting scheduled for: October 27, 2010.


Agenda

October 27, 2010

  1. VWR-23500 - Seamless sculpted prim transitions/updates - Haravikk Mistral
  2. Qarl's "Prim Alignment" Tool - will we be getting one? http://www.qarl.com/qLab/?p=66 (STORM-468)
  3. Licensing issues concerning mesh import. This is a matter that may considerably slow down mesh adoption. It would be in the interest of LL to provide advice to TPV devs on how to resolve this issue.
  4. There are reasons why many creators use TPVs rather than V2. It sure sounds like TPVs will have a hard time supporting creators as we move forward. For example, in the move to OpenJPEG some/many Mac users lost the ability to upload sculpts in one viewer. To whom should our viewer/creator-concerns be directed, how do we reach those individuals and what should we be doing to assure that our voice is heard?
  5. In deferred rendering, 8-bit alpha textures are omitted from shading and don't match up to alpha-less textures. Are their plans to eventually fix this? Alot of content depends on varied partial transparency. - Adeon Writer
  6. As we all know, there are countless online resources for mesh online. So, the chances of stolen content appearing will be greater than before. What are LL's plans to make users more accountable for the mesh they upload? Will there be account limitations? Pricer upload fees?
  7. A lot of avatar heads and faces have for years now had blinking eyes and basic expressions as the norm. The status quo is currently to do this via swapping sculpts. While there is a resource drain, not having an equivalent functionality in mesh is a real problem, and the 'proper' solution (custom bones) seems a long way off. (Or are they?) Alpha setting of submeshes is problematic due to it requiring far more states to set which can get out of order. This leaves meshes in a state of limbo as far as functionality equivalent to sculpts in avatar creation. This aspect may be more important than and more used than LL realizes. If LL is getting rid of UUID swapping, will there be a stop gap measure to allow equivalent functionality? Michi Lumin
  8. Do we know what happened to Mesh Sandbox 1? Drongle McMahon 19:09, 27 October 2010 (UTC)
  9. mesh-development viewer build broken.
    • Well on 64bit, which isn't officially supported (yet?), but still ...
    • Some fixes available (see issues in linked mail)