From what I understand, some time ago LL had removed some local assets from the viewer code, including the default water shader texture, and the transparent highlighter (that red smokey texture you see when you enable transparency via CTRL ALT T) since they can directly be served from the SL grid servers. This results in the client not being able to find the textures either locally or get it from the server (since to my knowledge they don't exist in the OpenSim's set of assets that it is distributed with). Thus on more recent viewers, you see a shiny, smooth, almost mirror-like surface on the water, instead of ripples; and if you ever tried editing transparent / semi transparent prims on these viewers you may notice that when you enable show transparencies they all show up a solid red color instead of the smokey semi transparent highlight texture; Which by the way, solid opaque red is really hard to work with when editing a number of objects in close proximity and they all have some kind of transparency :)

The bad thing about the said asset removal is that you can't simply copy those assets from an older viewer and put them in your problematic viewer's install directory... It appears those viewers are now hard-coded to retrieve those assets from the server and will ignore the presence of the ones you copied over.

It's a bit of an "ungraceful" and a bit brute force approach I suppose but; I have a small IAR that I made up that inserts the water shader and the transparent highlighter textures into your inventory. Once it has been loaded the database will have the correct textures and UUID references for them and the viewers should start displaying them properly again. You don't even have to keep them in your inventory once it's loaded. Problem is, they are the same textures as found in the viewer's install directory and I am not sure if they can be distributed with OS. If none of the developers here have an issue though with me linking to the IAR that fixes the issue then I will gladly upload it somewhere and post up a link? Let me know please :)

-- Chris

On 4/2/2014 9:58 AM, riebling wrote:
My intuition is that it's a viewer problem; does the Kokua viewer display
water the same way when connecting to SL? If it does, then it's not an
OpenSim problem. I am 99% sure water is 100% handled client side, and
OpenSim server code has nothing to do with it.

Maybe try some more experiments to narrow down possibilities.
I just downloaded and ran viewer Kokua_64_3_7_4_32111_x86_64 on Ubuntu, and
got normal looking water.

One thing I DID notice about Kokua was that it does not allow me to choose
advanced graphics settings. Kokua locks me out of certain things, where
other viewers (Singularity) do not. (My graphics hardware is low quality
motherboard-based, and generates a warning at startup) In spite of this,
With Singularity, I can actually turn on shaders, advanced lighting model,
water reflections, etc.

Perhaps the Kokua developers would be interested in your findings.

   http://wiki.kokuaviewer.org/wiki/Communication_Channels

Good luck getting water to look better!



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