Just remember one Important thing : The actual viewer was an awfull hack
between SLviewer and ogre3D.

the new viewer will be more efficient.

Sacha

On Sat, Mar 21, 2009 at 11:35 AM, [email protected] <
[email protected]> wrote:

>
>
> On Mar 20, 5:24 pm, Paul Fishwick <[email protected]> wrote:
> > You can also use hypergrid and see other assets. While at first this is
> > fun,
> > the following problems arose when I tried it:
> >
> > 1) The frame rate really takes a hit on some of the hypergridded worlds
> when
> >     visually compared with the LLviewer. It would be good to get a
> > discussion
> >     going on how to measure the frame rate in both viewers for
> comparison. I
> >     was in Cyberlandia last night, and I could barely move around in some
> of
> >     the denser areas (I have an Nvidia 8800 GTX, so it is fast), but
> > switching
> >     to LLviewer showed smooth camera moves.
>
> I have experienced this myself, and written about it here:
>
> http://groups.google.com/group/realxtend/browse_thread/thread/c4f14eaee98d1fda
> .
> You can also have a look at my own system specs there. The conclusion
> though, has to be that the realXtend viewer does not work well with
> Second Life/primitive/opensim-based worlds because its process for
> displaying prims is not great.
>
>
> > 2) Some things you expect when using LLviewer, such as "shiny" prim
> > attribute,
> >     are not implemented in RexViewer (or maybe are implemented
> differently?)
> >     causing pre-existing opensim worlds to appear bland
>
> The RexViewer is 10x better than the LLviewer because it allows for
> custom specularity maps and effects, not just the (kind of silly-
> looking) shiny effect the LLviewer offers. That said, it should also
> support the shiny effect just because you can only use the advanced
> specularity effects with the RexViewer and compatibility seems
> important here.
>
> > 3) Some (many?) parts of the RexViewer GUI are not passed through
> > modrex, so for example,
> >      you cannot change DrawDistance or set the URL for music on the land
> > parcel.
>
> Yes that is a major issue I've experienced. Even though you can set
> draw distance on the object itself, that is a rather bad solution
> because things like graphics settings shouldn't be set per-sim but per-
> viewer as not all viewers carry the same hardware (and thus not the
> same ability to enjoy good looking environments). And, again, you
> can't set draw distances on objects themselves in opensim/SL based
> worlds.
>
> > 4) Some of the finer aspects of the RexViewer cannot be seen in Opensim
> > worlds--
> >     for example, no shadows...because shadows must be individually
> > preset by the
> >     object owner rather than set all-at-once in the Viewer (regardless
> > of object
> >     ownership). When you go hypergridding, you naturally are looking at
> > content2
> >     produced by others so there will be no "cast shadows" flag set.
>
> Two options really: set shadows automatically on all objects or on
> none. I think that should be easy enough to accomplish, however I
> think the viewer may not be ready to create so many shadows
> performance wise.
>
> An important note to this discussion, in my opinion, is that you can
> press shift+R (or ctrl+R or something like it, I forgot) and that lets
> you switch between REX and SL rendering mode WITHIN the REX client,
> pretty seamlessly. In my opinion, this super-handy feature should be
> FAR more emphasised (like a huge button in the UI), but what is even
> more important is for the client to pick up whether it's in a (mod)rex-
> based environment or in a SL/Opensim-based one automatically. That way
> you get the best of both worlds. Most of the settings seem to work in
> SL-rendering mode within REX, although I think there are still some
> missing.
>
> My personal conclusion is (and has been for a while) that the
> realXtend viewer and the ideas behind it have a good chance of
> becoming a big, if not the biggest player in the opensim-based virtual
> worlds arena, but only if they execute right on the matter of
> compatibility with non-rex based worlds, and there is far more to this
> than we've discussed. However currently, the RexViewer is not ready
> for adoption by the LLviewer users purely because (unless I'm
> forgetting something big) of the above problems. Perhaps it would be a
> good idea to focus on making the current REXviewer a little easier on
> the compatibility side, so that adoption of the client within the
> opensim community becsomes feasible, and afterwards continuing to
> create REX-NG? The work involved with fixing these problems can
> nowhere near be as daunting as creating a viewer from scratch.
>
> > Gustavo Alberto Navarro Bilbao wrote:
> >
> >
> >
> > > Yes, that's true. Done with the v 8822 one and now it's compiled
> without errors.
> > > This night, after to play a little with it ;-D, i'm going to upload it
> > > to CyberTechNews.
> >
> > > I'll like to upload to some assets than the ones than we are using in
> > > our test's server (see picture).
> >
> > >
> ///////////////////////////////////////////////////////////////////////////
> ///////////////////////////
> >
> > > 2009/3/20 Paul Fishwick <[email protected]>:
> >
> > >> Abert:
> >
> > >> yes, you have to use the latest svn for opensim. I used v 8822
> > >> for opensim and v. 99 for modrex
> >
> > >> -p
> >
> > >> Gustavo Alberto Navarro Bilbao wrote:
> >
> > >>> Yes Paul, always are the same way, and repeating the process, i get
> > >>> the same 10 errors.
> > >>> I'm going to try with the latest Subversion revision version instead
> > >>> the post-release fixes one.
> >
> > >>> Thks ;-)
> >
> > >>>
> //////////////////////////////////////////////////////////////////////////
> >
> > >>> 2009/3/20 Paul Fishwick <[email protected]>:
> >
> > >>>> Abert:
> > >>>>  I just tried this last night, and while I think multi-region
> support is
> > >>>> not quite there (but close...I documented in Bug #151 in the modrex
> > >>>> tracker site), I was able to compile with Visual 2008 without issue.
> > >>>> You followed the instructions inhttp://
> opensimulator.org/wiki/ModRex?
> > >>>> -p
> >
> > >>>> Gustavo Alberto Navarro Bilbao wrote:
> >
> > >>>>> Making the new compilation vith the last modrex/Fixed with the
> > >>>>> interesting Multiregion Support , appear 10 errors rebuilding the
> > >>>>> solution under Visual2008 (see capture anexed) sayng: "..cannot
> > >>>>> override inherited memeber .... because it is not marked
> > >>>>> virtual,abstract, or override".
> >
> > >>>>> I'm going to try it again this afternoon, because I would like
> upload
> > >>>>> it to the CybeTechNews ftp server, taking advantage of the generous
> > >>>>> offer from Jani, but it doesn't work (with this compilation the
> client
> > >>>>> can't get the xml acreditations and login), I'll upload the last
> one
> > >>>>> than works.
> >
> > >>>>> Abert
> > >>>>>
> ***************************************************************************
> *****************
> >
> > >>>>> 2009/3/20 Jeroen van Veen <[email protected]>:
> >
> > >>>>>> Jani,
> >
> > >>>>>> I just updated the procedure to get it running(much easier now
> with the fixed
> > >>>>>> prebuild) =>http://opensimulator.org/wiki/ModRex
> >
> > >>>>>> Jeroen
> >
> > >>>>>> On Friday 20 March 2009 08:36:48 Jani Pirkola wrote:
> >
> > >>>>>>> Hi Mikko, everyone,
> > >>>>>>> Is it possible to run modrex on linux? If so, how?
> > >>>>>>> We have been trying to do that for some time now.
> >
> > >>>>>>> Jani
> >
> > >>>>>
> ------------------------------------------------------------------------
> >
> > >>>> --
> > >>>> Paul Fishwick, PhD
> > >>>> Professor and Director, Digital Arts and Sciences Programs
> > >>>> University of Florida
> > >>>> Computer & Information Science and Eng. Dept.
> > >>>> Bldg. CSE, Room 301
> > >>>> P.O. Box 116120
> > >>>> Gainesville, FL 32611
> > >>>> Email: [email protected]
> > >>>> Phone: (352) 392-1414
> > >>>> Fax: (352) 392-1220
> > >>>> Web:http://www.cise.ufl.edu/~fishwick<http://www.cise.ufl.edu/%7Efishwick>
> >
> > >> --
> > >> Paul Fishwick, PhD
> > >> Professor and Director, Digital Arts and Sciences Programs
> > >> University of Florida
> > >> Computer & Information Science and Eng. Dept.
> > >> Bldg. CSE, Room 301
> > >> P.O. Box 116120
> > >> Gainesville, FL 32611
> > >> Email: [email protected]
> > >> Phone: (352) 392-1414
> > >> Fax: (352) 392-1220
> > >> Web:http://www.cise.ufl.edu/~fishwick<http://www.cise.ufl.edu/%7Efishwick>
> >
> > >
> ------------------------------------------------------------------------
> >
> > --
> > Paul Fishwick, PhD
> > Professor and Director, Digital Arts and Sciences Programs
> > University of Florida
> > Computer & Information Science and Eng. Dept.
> > Bldg. CSE, Room 301
> > P.O. Box 116120
> > Gainesville, FL 32611
> > Email: [email protected]
> > Phone: (352) 392-1414
> > Fax: (352) 392-1220
> > Web:http://www.cise.ufl.edu/~fishwick<http://www.cise.ufl.edu/%7Efishwick>
> >
>

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