Beta Server Office Hours/Minutes/2013-09-12
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[2013/09/12 15:00] Maestro Linden: Hi guys [2013/09/12 15:00] Kennylex Luckless: When they release RL 2.0 I hope it will be as esy to build things as it is in SL. [2013/09/12 15:01] Yuzuru Jewell: Hello, maestro [2013/09/12 15:01] Kennylex Luckless: Hia Maestro [2013/09/12 15:01] Rex Cronon: hello maestro [2013/09/12 15:01] Duckie Dickins: you mean the matrix? I'm sure it would be....but you'll be reduced to being a thermal battery... [2013/09/12 15:01] Rex Cronon: to follow chat live go here: http://rcds.nfshost.com/ques_view_chatLog.php?queOwner=llsl%3ARex+Cronon&queName=chatLog&pg=1 [2013/09/12 15:02] Maestro Linden: I never understood the role of human batteries in the matrix.. surely burning their food directly would be more convenient? [2013/09/12 15:02] Caleb Linden: right? [2013/09/12 15:03] Rex Cronon: humans were providing entertainment to the ai:) [2013/09/12 15:03] Rex Cronon: i mean drama:) [2013/09/12 15:03] Maestro Linden: I could buy that :) [2013/09/12 15:03] Jenna Felton: the role of humans in the matrix was, to rebel and fight against machines, and to fail then, so the circle is closed [2013/09/12 15:04] Margithe: even if they didn't want to burn the food and be stuck with waste, they could just as well have pools with bacteria, or algies. [2013/09/12 15:04] MartinRJ: Hi Maestro! [2013/09/12 15:04] Maestro Linden: Hey Martin [2013/09/12 15:04] Maestro Linden: okay, I guess it's time we got started.. https://wiki.secondlife.com/wiki/Server_Beta_User_Group#Agenda [2013/09/12 15:05] Maestro Linden: First, the updates [2013/09/12 15:05] Maestro Linden: this week's deploy schedule didn't follow the usual standard; [2013/09/12 15:05] Maestro Linden: all 4 main grid channels were rolled on Tuesday [2013/09/12 15:05] Maestro Linden: to get a voice update out grid-wide that day [2013/09/12 15:06] Maestro Linden: The main channel only had that 1 change, [2013/09/12 15:06] Margithe: Whole SL went borkatrons... [2013/09/12 15:06] Maestro Linden: as did Monty's asset-fetching project [2013/09/12 15:06] Maestro Linden: yeah, there was an outage at the same time too.. [2013/09/12 15:07] Duckie Dickins: someone forgot to feed the lag monster again. :) [2013/09/12 15:07] Maestro Linden: Magnum is still on the asset-fetching project, which hasn't had much change. [2013/09/12 15:07] Maestro Linden: I'm pretty sure that Magnum will get promoted to the main channel next week, since there haven't been any issues so far [2013/09/12 15:08] Rex Cronon: didn't we also get ribbon particles:) [2013/09/12 15:08] Maestro Linden: I'll get to that in a bit :) [2013/09/12 15:08] Maestro Linden: BlueSteel and LeTigre were moved to a new server maintenance channel [2013/09/12 15:08] Maestro Linden: which has a handful of LSL fixes [2013/09/12 15:08] Maestro Linden: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/13#13.09.05.280642 [2013/09/12 15:08] Maestro Linden: and some crash fixes [2013/09/12 15:09] Maestro Linden: and also has that change related to parcel autoreturn enforcement [2013/09/12 15:09] Maestro Linden: (basically, what we covered near the end of the meeting last week) [2013/09/12 15:10] Maestro Linden: Now, about particle parameters.. [2013/09/12 15:10] Maestro Linden: the simulator has actually supported the parameters for months, [2013/09/12 15:10] Duckie Dickins: The simulator now blocks certain scripted rezzers from defeating parcel object return does that mean those car rezzers are gone? [2013/09/12 15:10] Maestro Linden: I don't know, it depends on how the rezzers worked [2013/09/12 15:10] Rex Cronon: aka self-replicators [2013/09/12 15:11] Maestro Linden: if the cars were rezzing other cars to be 'immortal' in the face of parcel autoreturn, that loophole will be closed [2013/09/12 15:12] Maestro Linden: Duckie, the basic change is that if ObjectA rezzes ObjectB in a parcel with autoreturn enabled, then ObjectB will get autoreturned at the same time as ObjectA [2013/09/12 15:12] Rex Cronon: no more replicating bus stops;) [2013/09/12 15:13] Duckie Dickins: nice [2013/09/12 15:13] Maestro Linden: getting back to particle effects.. [2013/09/12 15:13] Jenna Felton: the bus stop must be in a autoreturn-enabled place [2013/09/12 15:13] Jenna Felton: to be stoped [2013/09/12 15:13] Maestro Linden: the simulator has supported them since spring or so, but simulator support is just a matter of allowing extra parameters to be stored [2013/09/12 15:14] Maestro Linden: the real work is in the viewer [2013/09/12 15:14] Maestro Linden: we had a test viewer when testing the particle options on the server, but it was far from ready for release [2013/09/12 15:14] Rex Cronon: so in order to see these particles we need the latest viewer. right? [2013/09/12 15:15] Maestro Linden: you need a maintenance release candidate viewer, which is expected to be posted tomorrow [2013/09/12 15:15] arton Rotaru: yay [2013/09/12 15:15] Whirly Fizzle: o.O yay! Finally! \o/ [2013/09/12 15:15] Whirly Fizzle: New shiiiiny [2013/09/12 15:15] arton Rotaru: and the wiki has the syntax? [2013/09/12 15:15] Nalates Urriah: Do we have the options in the LSL functions to make the things? [2013/09/12 15:15] Maestro Linden: in anticipation of the viewer, I updated https://wiki.secondlife.com/wiki/LlParticleSystem with the API for the new parameters [2013/09/12 15:15] arton Rotaru: yay [2013/09/12 15:15] Maestro Linden: Yep! [2013/09/12 15:16] Kennylex Luckless: Is saw that LL viwer can block particle owner, but why it it not a function for "Identify particle ownre"? [2013/09/12 15:17] Maestro Linden: I could see that being handy [2013/09/12 15:17] Maestro Linden: the new particle glow options are pretty simple; if you look at the wiki page, we've just added PSYS_PART_START_GLOW and PSYS_PART_END_GLOW [2013/09/12 15:17] Maestro Linden: which take a float in the 0.0 to 1.0 range [2013/09/12 15:17] Maestro Linden: it basically looks the same as the prim glow setting on prims [2013/09/12 15:18] Rex Cronon: now we can have glowing batman particles:) [2013/09/12 15:18] Maestro Linden: :) [2013/09/12 15:18] Jenna Felton: so you need "render glow" setting in graphics to see it [2013/09/12 15:18] Whirly Fizzle: Oh Gods....Kelly can make more bling >.< [2013/09/12 15:18] Jenna Felton: blink with glance [2013/09/12 15:19] Kennylex Luckless: Horray, glowing grief :-) [2013/09/12 15:19] Maestro Linden: hm, I don't see "render glow" in graphics preferences [2013/09/12 15:19] Maestro Linden: I think it would require basic shaders at least, though [2013/09/12 15:19] Jenna Felton: good question where it is in LL viewer [2013/09/12 15:19] Whirly Fizzle: RenderGlow in debug [2013/09/12 15:19] Maestro Linden: Ah [2013/09/12 15:19] TankMaster Finesmith: yeah, its only in debug in LL's viewer [2013/09/12 15:20] Jenna Felton: ok [2013/09/12 15:20] Maestro Linden: I suppose RenderGlow should toggle that, but is it a thing that people disable often? [2013/09/12 15:20] TankMaster Finesmith: anything in teh 'reder' tab of FS preferences isnt exposed in the LL viewer [2013/09/12 15:20] arton Rotaru: I never disabled it [2013/09/12 15:20] Rex Cronon: how long untill firestorm supports these new particles settings? [2013/09/12 15:20] Whirly Fizzle: Hmm its disabled by default on low graphics I think? [2013/09/12 15:20] TankMaster Finesmith: sometimes people disable glow to combat greifing [2013/09/12 15:21] Maestro Linden: the performance hit from glow isn't terrible, compared to other stuff [2013/09/12 15:21] Maestro Linden: makes sense to me, Whirly [2013/09/12 15:21] TankMaster Finesmith: rex, depends on if you are refering to the development builds or release builds :P [2013/09/12 15:21] Maestro Linden: especially if basic shaders are disabled then [2013/09/12 15:21] Nalates Urriah: I never see anyone talking about disabling it... [2013/09/12 15:21] Jenna Felton: i have disabled it but its because the PC consumes more power than and i'd like to keep it quieeter :) [2013/09/12 15:21] Kennylex Luckless: When griefer use glow you has to disable it to be able to see objects. [2013/09/12 15:21] Rex Cronon: glow is not so laggy, it just drives some people a "little" nuts:) [2013/09/12 15:22] Maestro Linden: The 'ribbon' effect is really cool too [2013/09/12 15:22] Maestro Linden: it's implemented as one of the PSYS_PART_FLAGS, PSYS_PART_RIBBON_MASK [2013/09/12 15:22] Jenna Felton: is the ribbon effect now a viewer-side or server-side? [2013/09/12 15:23] Jenna Felton: i understod earlier, servers must be changed for it or so [2013/09/12 15:23] Maestro Linden: this is all viewer-side, really [2013/09/12 15:23] Maestro Linden: though you need an LSL script to set the system up [2013/09/12 15:23] Maestro Linden: the server change was back in the spring or so [2013/09/12 15:23] Rex Cronon: so we got glowing and ribbon particles. is there anything new that particles can do? [2013/09/12 15:24] Maestro Linden: basically the server was just set to understand the 'PSYS_PART_RIBBON_MASK' constant and allow storing it as a particle system parameter [2013/09/12 15:24] Maestro Linden: they can blend! [2013/09/12 15:24] Jenna Felton: ok, than my impression, the servers ad to generate a sort of prim athat behaves like a ribbon particle, was a wrong one [2013/09/12 15:24] Jenna Felton: had* [2013/09/12 15:25] Maestro Linden: yep, it's purely rendering [2013/09/12 15:25] Jenna Felton: sorry for many typos [2013/09/12 15:25] Maestro Linden: if you look at the 'Particle Blending' section, I've made some attempt to paraphrase the OpenGL documentation [2013/09/12 15:25] Margithe: ah... street-light particle... or lamp light in general.. [2013/09/12 15:26] Maestro Linden: particle blending takes 2 parameters, PSYS_PART_BLEND_FUNC_SOURCE and PSYS_PART_BLEND_FUNC_DEST [2013/09/12 15:26] Maestro Linden: and each of those takes one of the 8 'values' listed underneath [2013/09/12 15:26] Maestro Linden: so there are actually 8*8 = 64 blend options! [2013/09/12 15:27] Rex Cronon: how do u blend texture particles?lets say u start iron man and end up with batman? [2013/09/12 15:27] Maestro Linden: something like that [2013/09/12 15:27] Maestro Linden: you can do crazy things like have particles invert the thing underneath [2013/09/12 15:27] Maestro Linden: Hm, I just realized that my #notes wiki link doesn't work on the llParticleSystem page.. [2013/09/12 15:28] Maestro Linden: The link is to https://wiki.secondlife.com/wiki/Template:LSL_Function/ParticleSystem#notes [2013/09/12 15:29] Maestro Linden: Anyway, the blend parameters are pretty technical. It's basically exposing OpenGL's glBlendFunc to LSL. [2013/09/12 15:29] Jenna Felton: to understand the blending you can make a chess matrix, 8x8, and give each field another blending couple, than look at result [2013/09/12 15:29] Maestro Linden: And the main glBlendFunc docuementation at http://www.opengl.org/sdk/docs/man/xhtml/glBlendFunc.xml goes into the details better than I can [2013/09/12 15:29] Maestro Linden: yes [2013/09/12 15:30] Maestro Linden: actually, let me give you guys a demo obejct [2013/09/12 15:30] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE_MINUS_DEST_COLOR PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_SOURCE_ALPHA [2013/09/12 15:30] Maestro Linden: the object behind me sets up a simple particle system with customizable blend parameters, [2013/09/12 15:31] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_DEST_COLOR PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_SOURCE_ALPHA [2013/09/12 15:31] Maestro Linden: if you touch one of the green boxes, you set the PSYS_PART_BLEND_FUNC_SOURCE setting [2013/09/12 15:31] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_SOURCE_ALPHA [2013/09/12 15:31] Maestro Linden: and the red boxes correspond to the PSYS_PART_BLEND_FUNC_DEST setting [2013/09/12 15:31] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE_MINUS_DEST_COLOR PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_SOURCE_ALPHA [2013/09/12 15:31] Maestro Linden: all the results will look the same unless you have a viewer that supports it [2013/09/12 15:31] Jenna Felton: the problem may be, we can watch the effect tomorrow [2013/09/12 15:31] Jenna Felton: but the idea is good :) [2013/09/12 15:31] Maestro Linden: are you able to take a copy? it might be handy for those of you who want to play with the options [2013/09/12 15:31] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE_MINUS_DEST_COLOR PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_SOURCE_ALPHA [2013/09/12 15:31] Whirly Fizzle: Can we take a copy of that? [2013/09/12 15:32] Maestro Linden: try now? [2013/09/12 15:32] Whirly Fizzle: Ty :) [2013/09/12 15:32] Kennylex Luckless: NevWorkser [2013/09/12 15:32] Jenna Felton: thank you [2013/09/12 15:32] Kennylex Luckless: ty [2013/09/12 15:32] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE_MINUS_DEST_COLOR PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_ONE_MINUS_DEST_COLOR [2013/09/12 15:32] Lares Carter: thanks [2013/09/12 15:32] Yuzuru Jewell: Thank you. [2013/09/12 15:32] Maestro Linden: I used this for server testing, [2013/09/12 15:33] Maestro Linden: with a lot of squinting, I'd try to figure out if the rendered result made sense for the given parameters :) [2013/09/12 15:33] Maestro Linden: some of the combinations are somewhat silly, [2013/09/12 15:33] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_ONE_MINUS_DEST_COLOR [2013/09/12 15:33] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR [2013/09/12 15:34] Rex Cronon: . [2013/09/12 15:34] Maestro Linden: For example, if both _SOURCE and _DEST are set to PSYS_PART_BF_ZERO, then the result will always be solid black [2013/09/12 15:34] Whirly Fizzle: Can you just sneak us the viewer link now? :P [2013/09/12 15:34] TankMaster Finesmith: lol [2013/09/12 15:35] Maestro Linden: I heard that it's in viewer-bear, for those of you talented with build links.. [2013/09/12 15:35] TankMaster Finesmith: oh is it? [2013/09/12 15:35] Whirly Fizzle: OOooh! Awesome [2013/09/12 15:35] Maestro Linden: but the viewer people would prefer that people test it in the RC viewer, of course [2013/09/12 15:35] TankMaster Finesmith: i thought viewer-bear got merged already to release [2013/09/12 15:35] Maestro Linden: which should appear in https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers as a 'maintenance release candidate' [2013/09/12 15:36] MartinRJ: very cool [2013/09/12 15:36] Maestro Linden: hm, perhaps that was for a different project? [2013/09/12 15:36] TankMaster Finesmith: bear was for MAINT stuff i think [2013/09/12 15:36] Whirly Fizzle: Viewer-cat maybe? [2013/09/12 15:36] Maestro Linden: I suspect bear has been reused a few times [2013/09/12 15:36] Maestro Linden: as -cat does [2013/09/12 15:37] TankMaster Finesmith: no updates to bear in 2 months [2013/09/12 15:37] Whirly Fizzle: Check the forks :P [2013/09/12 15:37] Maestro Linden: that might still be new enough [2013/09/12 15:38] Maestro Linden: my test viewer has syntax highlighting for these new particle parameters, so that might be a good litmus test [2013/09/12 15:39] TankMaster Finesmith: ahh, i was looking at break4bear [2013/09/12 15:40] Yuzuru Jewell: I can't see it.. I must download RC Viewer.. [2013/09/12 15:40] Margithe: i can see another 'bout of whine from people who never update viewers. on the other hand, since most needed to abandon v1 builds, the transition should be smoother [2013/09/12 15:40] Whirly Fizzle: Its in Bear! https://bitbucket.org/lindenlab/viewer-bear/commits/6317cce88ffc5eeb3481344d0ff254c7846357fc [2013/09/12 15:41] Maestro Linden: yep [2013/09/12 15:41] Maestro Linden: that's it [2013/09/12 15:41] Yuzuru Jewell: Thank you, Whirly. Must I compile it? [2013/09/12 15:41] Whirly Fizzle: No, ill find the autobuild link. hang on ;) [2013/09/12 15:42] Maestro Linden: In another news, there's a somewhat small server-maintenance release headed toward an RC debut next week [2013/09/12 15:42] Yuzuru Jewell: Thank you! I will search it. [2013/09/12 15:42] Rex Cronon: too bad u can't define a path that particles should follow. u could make a bowtie out of them:) [2013/09/12 15:43] Maestro Linden: it has crash fixes (which are always welcome), and a fix to parcel access priorities [2013/09/12 15:43] Maestro Linden: making it so that avatars who are on the 'allowed' list can bypass some of the other access restrictions (payment info on file was listed specifically) [2013/09/12 15:43] Whirly Fizzle: Yay! http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/simon-ll-viewer-bear/latest.html [2013/09/12 15:44] Whirly Fizzle: :D [2013/09/12 15:44] arton Rotaru: thx whirly :p [2013/09/12 15:44] Whirly Fizzle: Tomorrow came early [2013/09/12 15:44] Kennylex Luckless: It had been cool to be able to import a spline that particles and objects could follow. [2013/09/12 15:44] Yuzuru Jewell: Thank you, Whirly! [2013/09/12 15:44] Maestro Linden: but yeah, definitely upgrade to the RC when it's ready; that bear build may be relatively behind on merges and bugfixes [2013/09/12 15:45] arton Rotaru: sure thing [2013/09/12 15:45] TankMaster Finesmith: /me is still cloaning it [2013/09/12 15:45] Whirly Fizzle: Im lazy, Im just downloading prebuilt [2013/09/12 15:46] Kennylex Luckless: Lazines is a gift that not come free. [2013/09/12 15:46] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR [2013/09/12 15:47] Maestro Linden: I recommend using the drop pattern when you first play with ribbons [2013/09/12 15:47] Maestro Linden: 'explode' looks bad with it [2013/09/12 15:47] Whirly Fizzle: Okay :) [2013/09/12 15:47] Maestro Linden: ribbons will be really nice for things like vapor trails [2013/09/12 15:48] Rex Cronon: oh. rockets:) [2013/09/12 15:48] Maestro Linden: or you can do cool effects like a 'swoosh' when you swing a sword [2013/09/12 15:49] Margithe: or weather? with fading rain... [2013/09/12 15:49] Yuzuru Jewell: Is it possible to make skirt or hair? [2013/09/12 15:49] Margithe: good question! or tails [2013/09/12 15:49] Maestro Linden: you could, although you'd need many particle systems, depending on how many strands you'd need [2013/09/12 15:50] Rex Cronon: particle hair? like a burning torch:) [2013/09/12 15:50] Maestro Linden: also the particles wouldn't collide physically, [2013/09/12 15:50] Maestro Linden: so they could get into your head or thighs [2013/09/12 15:50] Yuzuru Jewell: amazing! [2013/09/12 15:50] Margithe: yeah, but they could be a better addition than flexi prims with mesh hair [2013/09/12 15:51] Margithe: would they also have alpha issues? [2013/09/12 15:51] Maestro Linden: Maybe you misunderstood, yuzuru? [2013/09/12 15:51] Yuzuru Jewell: UU [2013/09/12 15:52] Maestro Linden: Margithe.. I wonder, perhaps with the right blend option, you could avoid that when the particle is fully opaque.. [2013/09/12 15:52] Yuzuru Jewell: It is only particle, Is it correct? [2013/09/12 15:52] Maestro Linden: yes [2013/09/12 15:52] Yuzuru Jewell: So It has a limitation. [2013/09/12 15:52] Maestro Linden: yes; it is not physics-aware [2013/09/12 15:52] Yuzuru Jewell: OK, I see. [2013/09/12 15:53] Margithe: i've got an un-educated question... can the ribbon particle have a go-from prim/position, and a go-to prim/position? [2013/09/12 15:53] Maestro Linden: Ribbon particles are perfect for a nyancat effect [2013/09/12 15:54] Maestro Linden: yes I think that could work, margithe [2013/09/12 15:54] Rex Cronon: lol maestro [2013/09/12 15:54] Maestro Linden: so you could fake a 'rope' between the points pretty easily [2013/09/12 15:54] Margithe: So you could have several particles, with waypoints... to form shapes [2013/09/12 15:55] Margithe: yes, exactly... would possibly work better than current chains etc [2013/09/12 15:55] Maestro Linden: the go-from position is the prim center, and the go-to position would be defined by.. [2013/09/12 15:55] arton Rotaru: 10 hours lol http://www.youtube.com/watch?v=wZZ7oFKsKzY [2013/09/12 15:55] Maestro Linden: PSYS_SRC_TARGET_KEY [2013/09/12 15:55] Margithe: would it be straight, or can some "slack" be put in there, too? [2013/09/12 15:55] Kennylex Luckless: Hay, some stole my chair, it was not returned to lost and found [2013/09/12 15:56] Maestro Linden: hm, I think 'slack' would be possible [2013/09/12 15:56] Maestro Linden: I think it would be like the current state-of-the-art particle ropes/chains in SL, except there would be no gap between particles in the stream [2013/09/12 15:56] Margithe: if that would work, it could replace a lot of uses of particles that always just looked so-so [2013/09/12 15:57] arton Rotaru: indeed [2013/09/12 15:57] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_SOURCE_ALPHA PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR [2013/09/12 15:57] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_SOURCE_ALPHA PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_DEST_COLOR [2013/09/12 15:57] Margithe: and you really could replace a lot of curved ropes... fishing lines... etc... [2013/09/12 15:58] Maestro Linden: definitely [2013/09/12 15:58] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_DEST_COLOR [2013/09/12 15:58] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_ONE [2013/09/12 15:58] Maestro Linden: it will be much more efficient too [2013/09/12 15:58] Maestro Linden: since you don't need hundreds of particles to form the line [2013/09/12 15:58] Jenna Felton: a ribbon particle is a single particle between two points? [2013/09/12 15:58] Jenna Felton: yes, that i wanted ask :) [2013/09/12 15:58] Maestro Linden: hm, it's more in 3d space [2013/09/12 15:59] Maestro Linden: http://hollowfear.com/wp-content/uploads/2013/02/Ribbons.jpg here's the 'swoosh' effect [2013/09/12 16:00] arton Rotaru: sweet [2013/09/12 16:00] Hexapoda: First thing we will see is Star Wars sabers. [2013/09/12 16:01] Maestro Linden: Anyway, our time is up [2013/09/12 16:01] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_ONE [2013/09/12 16:01] Maestro Linden: thanks for coming, and have fun with those particles! [2013/09/12 16:01] Demo particle system blend options: New particle system: PSYS_PART_BLEND_FUNC_SOURCE = PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA PSYS_PART_BLEND_FUNC_DEST = PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA [2013/09/12 16:01] TankMaster Finesmith: oh hey, baker just loged in :P [2013/09/12 16:01] arton Rotaru: yup, thanks for the meeting [2013/09/12 16:01] Rex Cronon: tc maestro [2013/09/12 16:01] Lares Carter: Thanks for the meeting. [2013/09/12 16:01] Whirly Fizzle: Thanks Maestro :) [2013/09/12 16:01] TankMaster Finesmith: have a good weekend, measteo [2013/09/12 16:01] Maestro Linden: you too [2013/09/12 16:01] Margithe: Thanks Maestro. All fantastic news :) [2013/09/12 16:02] Yuzuru Jewell: Thank you, Maestro.