OpenSimFan looking closer at your screenshots, I think you have simply changed your Windlight Water setting from the default to something else.
On Wed, Apr 2, 2014 at 9:04 PM, Michael Emory Cerquoni < [email protected]> wrote: > Water works just fine for me with the latest Kokua viewer in OpenSuSE 13.1 > x64 as you can see here : > http://nebadon2025.com/screenshots/kokua_water_01.png > > > On Wed, Apr 2, 2014 at 8:46 PM, Justin Clark-Casey < > [email protected]> wrote: > >> The usual approach would be to include these assets with OpenSimulator >> itself, rather than require people to fetch a separate IAR. So donating a >> patch for this would be welcome, though of course the assets would have to >> be appropriately licensed. I would say that they should be identical or >> very close to the effect expected elsewhere (though, of course, any >> proprietary assets are not appropriate). >> >> If I remember, in the past some of these assets >> >> On 02/04/14 16:51, Chris wrote: >> >>> 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! >>>> >>>> >>>> >>>> -- >>>> View this message in context: >>>> http://opensim-users.2152040.n2.nabble.com/On-Linux-Latest- >>>> SL-Opensim-viewer-not-compatible-with-opensim-water- >>>> tp7581208p7581210.html >>>> >>>> Sent from the opensim-users mailing list archive at Nabble.com. >>>> _______________________________________________ >>>> Opensim-users mailing list >>>> [email protected] >>>> https://lists.berlios.de/mailman/listinfo/opensim-users >>>> >>> >>> >>> >> >> -- >> Justin Clark-Casey (justincc) >> OSVW Consulting >> http://justincc.org >> http://twitter.com/justincc >> >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-users >> > > > > -- > Michael Emory Cerquoni > -- Michael Emory Cerquoni
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