Open Development User Group/Archive/2011-05-11
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| 13:30 | Oz Linden | hi all |
| Yuzuru | Hello Oz. | |
| Ima Mechanique | hey Oz | |
| The avatar formerly know as | wades through the lag | |
| Nicky Perian | hi | |
| 13:31 | Oz Linden | No new issues in OPEN |
| 13:32 | Have I mentioned that both in STORM and in VWR there are pseudo-versions for Open Development Candidates .... | |
| those are issues that would make good tasks for open devs to pick up | ||
| Ima Mechanique | hmm, once or twice I think you might have ;-) | |
| Oz Linden | (we like them but are unlikely to be able to do them soon ourselves) | |
| 13:33 | I just came from triage.... we added a couple ... it was on my mine | |
| mind | ||
| Yuzuru | Was mesh build marged to devs? | |
| Oz Linden | not yet... | |
| they have not resolved the render problems on Macs yet | ||
| The avatar formerly know as | CMAKE stuff, are you guys doing some prep work for refactoring? | |
| 13:34 | Oz Linden | Brad and a few others have been doing some things to try to make builds faster |
| other than that, there's no refactoring that I know of going on | ||
| The avatar formerly know as | Is that the only goal? Not that making builds faster is not awesome enough. | |
| 13:35 | Oz Linden | well, in the process I think they're finding things that are just cruft and getting rid of them, but build time is the primary motivator |
| Windows build time especially (it is by far the long pole) | ||
| The avatar formerly know as | 'Package' could go for a scrapping | |
| 13:36 | Oz Linden | ? |
| Ima Mechanique | packaging is just a tad verbose | |
| double-spaced output for example | ||
| 13:37 | The avatar formerly know as | The packaging stage actually takes about as long or longer than linking on my sys, that seems a little much to me. |
| Oz Linden | I don't do that locally much, and tend to just let it run in the background | |
| If you can figure out ways to improve it, we'd love to hear them. | ||
| 13:38 | We've started adding RAM to our systems to attack the link time | |
| 13:39 | The avatar formerly know as | SSD help even more with link time. |
| Zi Ree | 8 GB of RAM makes linking bearable. | |
| The avatar formerly know as | I link in under 5-10 minutes usually now. | |
| Zi Ree | has around 60 to 80 seconds. | |
| 13:40 | The avatar formerly know as | Linux though right? |
| Oz Linden | I like the rule of thumb that putting in all the ram you can afford and the system can use is a great idea | |
| Zi Ree | Yes, Linux. | |
| The avatar formerly know as | More RAM is never a bad thing. | |
| Zi Ree | *nondods* | |
| 13:41 | Oz Linden | We've done some windows trial builds in 12 minutes |
| Phoenix-FirestormViewer Rocks | <- 16gb ram | |
| The avatar formerly know as | has 24GB :P | |
| My build times for Phoenix on windows are under 7 minutes I think for a full release config. | ||
| Oz Linden | alas, our build servers are not (yet) that fast | |
| 13:42 | Zi Ree | It takes me around 25 minutes for a full rebuild. |
| The avatar formerly know as | Mine's only 2.4ghz I think | |
| Likely less. | ||
| 13:43 | Phoenix-FirestormViewer Rocks | if we are onto a new topic, anything we should know about the vorbs deal, as in how to test to make sure we got it fixed? |
| 13:44 | The avatar formerly know as | Yeah, I've only managed to hear a very little about that |
| Zi Ree | Is there a demo exploit somewhere? | |
| The avatar formerly know as | ^ | |
| 13:45 | Oz Linden | Unfortunately, we can't publish a test plan without also advertising a pretty bad attack vector |
| The avatar formerly know as | And I assume LL has the vorbis code for the libs up on their HG, right? I havent had a change to check yet. | |
| Zi Ree | Mmmh ... | |
| Oz Linden | yes, it's there, with an autobuild package | |
| 13:46 | The avatar formerly know as | Does it have configs for vc80 still? |
| Oz Linden | We have verified that the newer version fixes the crash bug | |
| we're still confirming that it does not introduce any regressions | ||
| The avatar formerly know as | needs to build vc80 versions. | |
| Phoenix-FirestormViewer Rocks | http://hg.secondlife.com/3p-ogvorbis/overview | |
| 13:47 | Oz Linden | unless that repo has the vc80 stuff in its history, no |
| has not looked | ||
| The avatar formerly know as | Thats the only one that needs to be updated for this exploit? | |
| Oz Linden | yes, just the two libs that repo builds | |
| 13:48 | Phoenix-FirestormViewer Rocks | no code changes to the viewer either? |
| Oz Linden | no code changes in the viewer that we know of yet... like I said, we're still regression testing | |
| Phoenix-FirestormViewer Rocks | ok | |
| 13:49 | Oz Linden | There will be commits for this in viewer-pre-beta and viewer-pre-release some time today (assuming testing goes well), followed shortly by viewer-development |
| 13:50 | but so far they are just that lib upgrade | |
| 13:51 | Has everyone patched their viewers to accept the new avatar update messages? | |
| 13:52 | Zi Ree | We did. |
| 13:53 | Oz, I'm not sure if I understood it correctly, so I might be a bit vague. One of our devs pointed out that there was a change made to the PNG library, but the library itself was not packaged yet. I was asked to bring it to your attention. | |
| Oz Linden | I have not heard anything about that.... | |
| 13:54 | Zi Ree | Mmmhm ... ok. I'll try to get more information about what it was exactly. |
| Oz Linden | I see in the change history that the dev who did it is from the mesh team | |
| 13:55 | it may be (I'd go so far as to it's likely) that the change is only integrated on the mesh branch and will merge with that | |
| Zi Ree | Ok! | |
| The avatar formerly know as | Hmmm, looks like I can build those libs manually pretty easily. | |
| 13:56 | The autobuild script wouldnt even run on my sys, complained I was missing some commands. | |
| Oz Linden | that's the idea ! | |
| The avatar formerly know as | But it has MSVC project files for every version :3 | |
| 13:58 | Oz Linden | sometimes you get lucky |
| 14:00 | Someone posted in the SL viewer forum the other day asking about song titles | |
| Anyone know how the viewers that display those get titles? | ||
| Phoenix-FirestormViewer Rocks | from the audio stream itself | |
| 14:01 | Ima Mechanique | I imagine they take it from the MP3 stream data |
| Phoenix-FirestormViewer Rocks | its encoded with the stream | |
| 14:02 | Oz Linden | I guess I've never activated that when running any tpv (I usually leave media off) |
| where do the titles show up? | ||
| Zi Ree | The OpenjAL library exposes the stream info I think. | |
| Phoenix-FirestormViewer Rocks | local chat in phoenix | |
| Ima Mechanique | in chat | |
| Zi Ree | The names go into open chat as system messages. | |
| Ima Mechanique | it's a neat feature ;-) | |
| makes the script I wrote obsolete | ||
| 14:03 | Phoenix-FirestormViewer Rocks | in most lpv, its a preference you enable to see the song info |
| tpv* | ||
| Oz Linden | if someone put that together for viewer-development, I think I could get it integrated pretty quickly | |
| 14:04 | Phoenix-FirestormViewer Rocks | we have it in firestorm, shouldnt be to hard to port over |
| Oz Linden | I met with the head of our User Experience team for much of the last two days, and there are a number of things we're going to be asking for | |
| 14:05 | Ima Mechanique | asking us for? or asking the head? |
| Oz Linden | asking tpvs to contribute | |
| 14:07 | I've been pushing the notion that LL should think of all TPVs as innovation labs, and importing the best of what they come up with | |
| Phoenix-FirestormViewer Rocks | katherine berry was the one that developed the song info | |
| Zi Ree | polishes her claws. | |
| Oz Linden | that attitude is gaining a lot of traction | |
| 14:08 | Zi Ree | I like this idea :) |
| Oz Linden | you'll be hearing it more | |
| 14:09 | Ima Mechanique | makes sense. LL's viewer will always be more conservative on new stuff |
| Zi Ree | Being official and all. | |
| 14:10 | Nicky Perian | Got to grap my chain saw and cut storm downed trees to firewood. Later folks. |
| Oz Linden | well, there are things it's hard for TPVs to do... anything that requires extensive server support, for example | |
| Zi Ree | Yes. | |
| Ima Mechanique | bye Nicky, good to see you | |
| 14:11 | Zi Ree | I had to find a few ... workarounds for things I added to Firestorm *chuckles* |
| Phoenix-FirestormViewer Rocks | tc nicky | |
| Oz Linden | but there lots of things you can try without that, and we are hoping that we can leverage that ability | |
| Techwolf Lupindo | Made it. | |
| Phoenix-FirestormViewer Rocks | :P | |
| 14:12 | Zi Ree | There is quite a lot one can do without having server support. So I guess we can come up with more things in the future :) |
| 14:13 | Ima Mechanique | what ever happened to http textures? |
| I mean external textures | ||
| Oz Linden | they are in use | |
| 14:14 | external? | |
| Ima Mechanique | able to set a internet URL for a prim? | |
| Phoenix-FirestormViewer Rocks | pulling textures directly off the web, i think | |
| Zi Ree | Isn't that in V2 by default? | |
| Ima Mechanique | yup | |
| Oz Linden | yes, it is | |
| Tonya Souther | Media on a Prim. It's a Viewer 2 feature. | |
| 14:15 | Oz Linden | it's sort of a degenerate case, but it's there |
| Ima Mechanique | not MoaP | |
| Oz Linden | I think that there are some isses with texture scaling when doing that... | |
| Ima Mechanique | for example there was supposed to be a llSetTextureURL() function | |
| Cron Stardust | There's an old conflation here I think.. | |
| 14:16 | Oz Linden | I've found it's usually easier to import and upload the texture than use the URL, but then I'm not paying for the uploads :-) |
| Phoenix-FirestormViewer Rocks | >.> | |
| Oz Linden | ah... well I wouldn't know about the LSL | |
| that's not a viewer thing | ||
| Ima Mechanique | Someone raised the subject on the Scripting ML. piqued my curiosity again ;-) | |
| 14:18 | Cron Stardust | Back when HHTP Textures was being announced, a lot of people (including myself for a period of time) thought it meant "I wil be able to set a URL for a texture instead of using an asset!" Thus the conflation with what became MoaP. :P |
| Ima Mechanique | before HTTP textures there was a project which amied to do just that Cron | |
| 14:19 | it changed into HTTP textures later I think | |
| at least that's how the wiki reads | ||
| I remember doing some experiments with SMIL | ||
| 14:20 | Oz Linden | there is a way to do that.... |
| 14:21 | HTTP Textures refers to using HTTP (as opposed to UDP) to fetch texture assets, though | |
| different feature | ||
| 14:23 | Cron Stardust | Just had a orthoganal thought... |
| 14:24 | Oz Linden | ? |
| Cron Stardust | What would it take to get the water to warp based on the reflection map... I see from Wireframe that there's not a lot of polys dedicated to the water though... | |
| 14:25 | Oz Linden | Warp how? |
| Zi Ree | Water is just a flat surface with a texture on it. | |
| Kraptacular Kat | would be nice to see water as a parallax shader | |
| Cron Stardust | move vertically so that object-water and land-water boundarys shift (so it looks fluid) | |
| 14:26 | Kraptacular Kat | yep |
| Oz Linden | oh. I don't know. | |
| Kraptacular Kat | that would be something to bring up to Runtitai after mesh is released | |
| crap | ||
| 14:27 | Runitai I mean | |
| Oz Linden | you can make it look choppier, as long as you don't look too closely at that boundary | |
| Cron Stardust | IIRC there's a new shader type in OpenGL that can add polys on the fly - maybe do dynamic poly creation on the surface and shift based on a heightma or some such :P | |
| Yuzuru | normal map? | |
| Ima Mechanique | I gotta run out before local shop closes. bye all | |
| 14:28 | Cron Stardust | correct: curren;ty the vertices don't move (and there's not enough of them to make it worth it ATM) |
| Kraptacular Kat | http://www.youtube.com/watch?v=IXKZL8GfVmg | |
| something almost like this | ||
| 14:29 | Cron Stardust | yeppers |
| 14:30 | that's perfect. (Just saw the put-a-cube int it section) | |
| Kraptacular Kat | perfect for that vertical movement | |
| Oz Linden | that's very cool | |
| Cron Stardust | that applied dynamically to the water would be a nice effect for beach and water operations. | |
| 14:31 | Kraptacular Kat | just need it to scroll |
| Cron Stardust | then (later) we could add obect-interaction to the shader (I think) so that object cause ripples and splashes based on velocity >D | |
| Kraptacular Kat | and overlay it with normal mapping for the water texture and tere you go | |
| Phoenix-FirestormViewer Rocks | looks similer to bump map displacement in DX | |
| Kraptacular Kat | kick ass water | |
| 14:32 | Oz Linden | (and then he'll want the waves to reflect and refract....) :-) |
| Phoenix-FirestormViewer Rocks | lol | |
| Cron Stardust | later!, but maybe :P | |
| Oz Linden | go for it Cron | |
| if you can implement it.... | ||
| Kraptacular Kat | thats why you overlay it with normal mapping that already is used for the water | |
| Tonya Souther | but if you build a surfboard, I'm going to get nervous. | |
| 14:33 | Cron Stardust | so far I've not been able to pull myself into OpenGL 3.0 land in simple tests... WE'll see. :P |
| 14:34 | Phoenix-FirestormViewer Rocks | video is to blury to read the bbuild floater |
| Kraptacular Kat | need to view it at a higher setting | |
| 14:35 | Oz Linden | I've got to wrap up, folks.... things to do.... thanks for coming, and for the nice ambitions.... |
| Phoenix-FirestormViewer Rocks | tc oz | |
| thx for the info |