Re: [opensource-dev] Linux build without the pausing behaviour

2011-03-28 Thread Francesco Rabbi
Il giorno 28/mar/2011, alle ore 16:41, Mike Chase
mike.ch...@alternatemetaverse.com ha scritto:

 Is there a Linux build of V2 of any version that doesnt exhibit the
 annoying multi-second pauses that freeze the UI?  I find myself without
 any useable V2 viewer at present.  I've tried 2.5.2 and 2.6.3 and both
 still have this issue.

 How in the world did this every get past QA?  It really renders the
 viewer unusable. I've been using Imprudence the last few days which is
 nice but a huge shift in UI and I've actually gotten both used to and
 productive with the V2 paradigm.

Can you explain better the kind of pause? I don't notice sort of...



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Re: [opensource-dev] Log file names (was: Request for feedback - Preferences Cleanup)

2010-11-09 Thread Francesco Rabbi
Maybe is the right time to implement in LSL sort of llKey2Name, save logs
and other using the UUID and cache the display name (at least 1 change per
week us allowed, caching username and display name should solve ??? Problem,
falling back on cached if trouble)

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Il giorno 09/nov/2010, alle ore 16:39, Kent Quirk (Q Linden) 
q...@lindenlab.com ha scritto:

I think the filename needs to be based on the unique account name, with any
periods (.) replaced by underscore (_).

The display names can change weekly, and as you note it would be much more
difficult to track based on display name.

Q



On Nov 8, 2010, at 11:45 AM, Oz Linden (Scott Lawrence) wrote:

 On 2010-11-08 11:10, Sarah (Esbee) Kuehnle wrote:

Thanks again for all your feedback. I've made some updates to the design
deck (see attached).

I'm going to create subtasks underneath
STORM-31https://jira.secondlife.com/browse/STORM-31for the new
preferences and get these updates rolling with the team! :)

Cheers,
Esbee

PS - Please feel free to keep feedback coming


On the Privacy tab, you ask Is this a timestamp in the log or in the
filename?... I think that once we've integrated STORM-102 (a final test
build for that is running now), we'll actually have two checkboxes there.  A
new test build for that is available now (fresh off the server) at [1].

   - Add timestamp


   - Add datestamp to log file name

The first one controls whether or not lines in the log file have timestamps
on them, and the second appends a datestamp:

For person-to-person chat, the datestamp is -MM (year and month)
For local chat, the datestamp is -MM-DD (year month and day)

One issue on STORM-102 that probably needs discussing... the present
person-to-person chat log file name is

First Last[-datestamp].txt

where First and Last are the real account names.   If a person has a Display
Name set, that name is not used when constructing the file name: instead the
real first and last names for the account are used for the log file name.
The Display name does appear (followed by the userid first.last in parens)
in the log text content.   This seems potentially confusing to me,
especially if the only name I ever use for someone is the Display Name.  It
seems to me that either:

   1. the Display Name should be used (if I remember talking to Joe
   Somebody, that's the log file name I'd be most likely to look for), which
   would mean that each DN value would produce a separate log even if I had
   conversations with the same user with different DNs,
2. or the userid (first.last) should always be used for the log file
   name.

[1]
http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-storm-102/rev/214097/index.html


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Re: [opensource-dev] USER STORY for not so far future

2010-10-21 Thread Francesco Rabbi
Not understand sorry...

This isn't a LL problem. You can already use iMouse to use your iPad,
iPhone or iPod as a multi-touch trackpad and via control panel you can
bind multi-touch gesture to keyboard shortcut...

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Il giorno 21/ott/2010, alle ore 15:52, Ponzu lee.po...@gmail.com ha scritto:

 As a user, I want to use a multi-touch device (iPad, Android, etc) to control 
 Second Life.

 The simple technical issue is getting the tablet to talk to the viewer.  Of 
 course, the hard issue is creating the insanely great multi-touch interface.  
 For example, touching tablet could re-aim camera.  making little walking 
 motions with your fingers could make you walk.  two-finger movement could 
 enter mouselook and move.

 I thought of this because I saw a Mac paint program (on the big screen) where 
 the controls such as palette, color, brush, are on an iPad.  Looked really 
 cool.

 Ponzu


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Re: [opensource-dev] Fermi Viewer

2010-10-17 Thread Francesco Rabbi
I think Carlo mean something else... In place to create another viewer
join an existing team and contribute code for building and SIM
managements

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Il giorno 18/ott/2010, alle ore 03:02, Arthur Fermi
arthur_fe...@fermisandbox.org ha scritto:

 Well LLs base is a decent start point.  We have looked at the other viewers
 and think we have some good ideas.  I find that most of the other viewers
 are not focused on building or sim management.

 -Original Message-
 From: Carlo Wood [mailto:ca...@alinoe.com]
 Sent: Sunday, October 17, 2010 7:59 PM
 To: Arthur Fermi
 Cc: opensource-dev@lists.secondlife.com
 Subject: Re: [opensource-dev] Fermi Viewer

 Imho, it is not a good idea to start yet-another-viewer.
 The number of open source coders are limited, they should
 be working on one viewer - not twenty.

 We already have more than 10 different viewers based
 on LL's code. How is it possible we need another?

 On Sun, Oct 17, 2010 at 06:09:49PM -0500, Arthur Fermi wrote:
 Fermi Sandbox is looking to put together a team to develop the Fermi
 Viewer.
 Please send inquires to arthur_fe...@fermisandbox.org or in world.



 Mission

 The Fermi Viewer projects goals are to create the best viewers for Second
 Life
 that works with all OS Grids.  The Fermi Viewer will be open for all to
 review
 and look at, and all in house code will be generated and provided to the
 community.



 Project Overview

 The Fermi Viewer project will generate 2 separate viewers, one will be a
 full
 featured viewer along the lines of emerald, this will be a general viewer
 with
 a focus on building and sim management.  The second view will be as light
 weight and fast as can be made, it will have building and sim management
 as its
 only focus with as many non-essential items moved out.

 Viewers will initial be based on the 1.x Snowglobe code from Linden Labs.
 A
 Version 2 viewer will come later in the project when time and resources
 are
 available to dedicate to a redesign of the interface.



 Open Source

 All work coming from the Fermi Viewer project will be returned to the
 community, this is a 100% open source project.



 Code Review

 All code other than the Linden Labs provide source code will be reviewed
 by a
 peer review committee to ensure that it complies with privacy standards.
 Once
 code is has been reviewed it will not need further review unless it has
 changed.



 Viewer Privacy Policy

 The Fermi Viewer will contain no code that will gather any information
 other
 than is required for interoperation with the grid it is connected to.  No
 information will be stored off the client computer, no anonymous tracking
 data
 will be collected.   Any violation of this policy will result in the
 instant
 removal from the project.



 Arthur Fermi




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Re: [opensource-dev] Problem with displaying Arabic menu text in SL client

2010-10-05 Thread Francesco Rabbi
U+200F

Reverse direction

Notes:
- Microsoft have a bug, this char don't work sometimes (msoffice 2011 for
Mac affected too)
- parser work left2right put the char on left side of each entry in all XML
files


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Il giorno 05/ott/2010, alle ore 12:19, Boroondas Gupte 
slli...@boroon.dasgupta.ch ha scritto:

Hi Izze

On 10/05/2010 10:31 AM, izze euler wrote:

I have been looking to get Arabic text working on the SL client, but so far
with no luck. I am only looking to display Arabic for menus and text on the
client.

What I have found is that the Arabic text is being displayed left-to-right,
rather than right-to-left. I have added a language to SL, so I have the
Arabic translations in UTF8 format in XML files, as with the other languages
such as Chinese.

I used Notepad++ to copy the translations to the XML files, and they are
displayed right-to-left correctly. However, when loaded into the SL client,
the text is being reversed so that it reads left-to-right.

Unicode has special control characters to switch between left-to-right and
right-to-left in mixed language documents. Additionally, I think some
programs switch direction automatically when they encounter characters they
know belong to a right-to-left written script. So if the translations are
displayed correctly, Notepad++ is capable of at least one of those, probably
the former (interpreting the control characters).

I have tried reversing the text, so that it displays left-to-right in the
XML file, in the hope that it will then be reversed and display
right-to-left in the client. I cannot read or write Arabic, but I have been
told that the characters are displayed disjoint, most likely due to the
wrong ordering of the characters breaking associations between them in the
XML file.

Arabic script relies heavily on ligatures. Ligatures are glyphs that
represent multiple characters. Other than the ligatures used for latin
script (fl, fi ffi, etc.) which merely make the rendered text look nicer,
ligatures in scripts like Arabic, Devanagari (a script used for Sanskrit,
Hindi and other Indian languages), Bengali (another Indian language and
script) and probably many others look very distinct from the characters they
represent http://en.wikipedia.org/wiki/Devanagari#Conjunctsand aren't
optional. (Typographs and typesetters might argue that Latin ligatures
aren't optional either. But omitting ligatures in these other scripts will
not only look typographically wrong but, well, just wrong. (I don't know
whether it'd be considered an orthographic error in the respective
cultures.))

Has anyone looked into this problem, or have any ideas to what I could try?

We've discussed the problem this summer, see here:
http://wiki.secondlife.com/wiki/Open_Source_Meeting/2010-07-13

The issue is that while the SL client has support for displaying Unicode
characters, it lacks the ability to use Unicode's script direction markers
and the feature of converting specific character sequences to the matching
ligatures. For pre-set strings (e.g. your UI translation), the first problem
can be worked around by writing stuff backwards, as you already tried. To
work around the second problem, you'd have to directly write the ligature
characters (so you have only one character per wanted glyph). I don't know
Unicode well enough to tell whether characters for all possible glyphs
exist. It might well be that some ligatures always have to be created
on-the-fly from a sequence of single-character characters.

Of course, both of these workarounds aren't feasible for chat and other
run-time user input, because users will be used to write sequences of single
characters in reading order rather than ligature characters in
left-to-right order. Also, entering these ligature characters (if they
even exist) might be complicated and time consuming, because their usual
keyboard layout might not give direct access to them.

 Does anyone have this working?

Adding these features to Linden Lab's homebrewn text rendering system would
be a major effort that probably none of us is capable of.

Alissa Sabre once adapted the Viewer to use Pango for text rendering. ( See
http://wiki.secondlife.com/wiki/User:Alissa_Sabre/Pango_adaptation_in_SL_viewer)
Pango can handle bidirectional text and ligatures just fine, so this solved
the problems. However, these changes haven't been integrated in the official
viewer and her patches are now out of date.

For chat, using Dzonatas' Icesphere (allows for IM and chat in separate GTK+
windows, thus also using Pango) has been recommended to some Arabic users,
and that seems to work alright. Both, the sender and receiver, will have to
use it to be able to chat in Arabic script.

Cheers,
Boroondas

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Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature request

2010-09-28 Thread Francesco Rabbi
Sorry for top quoting...

There Are already a lot if monoscript based on a single script for whole
item, but lazyness of creator is high and is more easy say is a LL fault
the lag, But  this is about OT here. ;)



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Il giorno 28/set/2010, alle ore 11:27, Marine Kelley marinekel...@gmail.com
ha scritto:

On 28 September 2010 11:20, Ann Otoole missannoto...@yahoo.com wrote:

 this isn't the place for that and LL needs to weigh in on things like this.

 It isn't the only one and one person LL openly promotes also sells over
 scripted shoes.
 If we are going after one we have to go after the ones LL promotes as well.

 Better for LL to step up first.


I think I know who you are talking about, Ann. I remember having sent a very
detailed notecard with script time, snapshots and explanations, proving that
the lag came from their shoes and that they really should do something to
lighten the load on the sims. One resizer and texturer script per prim on a
250-prim shoe (and you got two feet), some of the prims never even showing
because you have to actually buy an option to see them, is unacceptable.

No response from them whatsoever, and no change in their products. My
message totally fell in deaf ears. So I gave up on them and went to the
competition, who does listen to their customers. And I made a point in
telling everyone I know to do the same. End of story.

I just wish everyone was aware of how much resources they take, and that
means having the right tools for it. The upcoming script limits project were
aimed at doing that, but I guess it is suspended for the moment.

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Re: [opensource-dev] item autodecline on crash at login

2010-09-27 Thread Francesco Rabbi
Is already working in this way, if i crash without accept neither
decline something at next login i found them in my inventory (and if i
open past notifications and click decline item is deleted)

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Il giorno 27/set/2010, alle ore 12:51, Erin Mallory
angel_of_crim...@hotmail.com ha scritto:

 As a user, I would like my inventory offers to be auto-accepted instead of 
 auto-declined in the event of a crash on login.
 Currently if I crash on login with viewer two, I can kiss anything that was 
 given to me while offline goodbye..
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Re: [opensource-dev] J2C fast decoder

2010-09-13 Thread Francesco Rabbi
 Would it be a huge problem, for example, to transfer HTTP textures
 as TGA or PNG and use one of the rather well-optimized decoder

TGA have lossless RLE compression anyway transport is
format-indipendent, you can send on HTTP voice too (like skype) or
anything you want. To increase bandwith and rendering performance
we need a client side routine (viewer must ask to asset server only
vievable textures) and servers should send the right order from closer
object to farest.
Scaling/resizing should be done by viewer after render engine calc the
size of the surface where texture is. Receive a already undersampled
image mean each movement of avatar/camera a re-trasmission of same
image each time bigger, in medium-long time terms is better receive
the fullres texture and let the viewer resize and render using discarding
to the right level based on local viewer side settings (resolution,
monitor DPI, CPU power)

But as always we are talking with only our hardware in our hands,all
about this can be discussed better if somewhere are avaiable some
statistic data about residents' hardware.


If LL (better if others viewers team too) can collect anonymous data
all decision about decoding, pipeline, shadow or shader and all other
can taken more easy, a approx list of usefull data can be (if a
statistical collector is or will enabled) to probe each XX minutes:

- CPU mips/bogomips
- CPU calc cores (not physical, just grand total)
- avarage load of cores
- cpu load of viewer executable
- number and avarage load of plugins (voice included)
- Amount of RAM (how much free)
- Amount of swap (how much used)
- Brand and model of graphic card
- Graphic settings
- number of agent in visible area
- avarage of rendering cost of agents in visible area
- FPS collected only when viewer isn't in icon
- inboundoutbound bandwith
- bandwith used by viewer
- bandwith used by plugins, voice too
- % of packetloss
- uptime of connection

to be sure no double data collected and no personal data used to
collect them i suggest to use serial number of CPU (linux /proc/cpuinfo,
mac same, windows dunno how) or sort of unique UUID based on hardware
configuration (if somebody increase ram or CPU a new ID should be used)

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Il giorno 13/set/2010, alle ore 07:40, Tateru Nino tat...@taterunino.net
ha scritto:

If we're using HTTP textures, is there actually any need for the JPEG 2000
format? Since the transfer time of individual textures is vastly reduced
(from the first byte to the last byte) the intermediate quality levels
supported by jpg2k would seem to be redundant. Indeed, you could argue that
transferring the textures in jpg2k format imposes a now-redundant workload
on the texture-pipeline, and that providing HTTP textures in a simpler
format that is more tractable to high-speed, low-cost decoding would save a
whole lot of problems.

Would it be a huge problem, for example, to transfer HTTP textures as TGA or
PNG and use one of the rather well-optimized decoder libraries for those
instead? It seems to me that it would be more efficient both on the network
and on the system - though at the expense of conversion of all the textures
at the store.

Just thinking out loud.

On 13/09/2010 1:58 PM, Sheet Spotter wrote:

 Some comments on SNOW-361 (Upgrade to OpenJPEG v2) suggested that changing
to version 2 of OpenJPEG might improve performance, while other comments
suggested it might not support progressive decoding.

http://jira.secondlife.com/browse/SNOW-361



Is an upgrade to OpenJPEG v2 under active development?





Sheet Spotter


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*From:* opensource-dev-boun...@lists.secondlife.com [
mailto:opensource-dev-boun...@lists.secondlife.comopensource-dev-boun...@lists.secondlife.comopensource-dev-boun...@lists.secondlife.com]
*On Behalf Of *Philippe (Merov) Bossut
*Sent:* September 9, 2010 10:35 PM
*To:* Nicky Fullton
*Cc:* opensource-dev@lists.secondlife.com
*Subject:* Re: [opensource-dev] J2C fast decoder



Hi Nicky,

As it happens, I've been working on instrumenting the code to add metric
gathering for image decompression as part of the Snowstorm sprint.

You may want to use my branch (
https://bitbucket.org/merov_linden/viewer-development-vwr-22761) and create
a baseline for openjpeg then run a test for Jasper. You'll have to sort out
the failing cases certainly and just throw them so we compare what gets
truly decompressed (though, clearly, working in all cases is pretty critical
if we look at Jasper as an alternative).

Here's what I got comparing KDU and OpenJpeg:
Label Metric  KDU(B) OJ2C(T)
 Diff(T-B) Percentage(100*T/B)
ImageCompressionTester-1
 TotalBytesInDecompression50486435003370-4527399.1
 TotalBytesOutDecompression 40415336  465928966177560115.29
 TimeTimeDecompression3.74   17.04  13.3
455.39
ImageCompressionTester-2
 TotalBytesInDecompression

Re: [opensource-dev] before opena Jira, APR

2010-09-01 Thread Francesco Rabbi
Il giorno 01/set/2010, alle ore 15:36, Tateru Nino tateru.n...@gmail.com
ha scritto:



On 1/09/2010 11:24 PM, Oz Linden (Scott Lawrence) wrote:

On 2010-09-01 7:12, Tateru Nino wrote:

Hmm. It might not be an actual leak per-se... I've noticed in busy areas
that the viewer will often hit a **lot** of parallel HTTP texture fetches.

 That's not very good http behavior, but I doubt that we can get it changed
until the servers are properly supporting persistent connections.

Indeed. It's not exactly best-practice. Creating a priority list of textures
and a configurable concurrent requests cap (default: 16?) would probably be
the way to go.


No, this is a client side problem in file handling, not an HTTP problem...
You can parallelize billions of download, the fail (you can see in my logs)
is in local filesystem file handling. Maybe there are more locks than
suitable, the file/decoder handler must detect the limits and adapt the
pipes.

As seen in logs i suppose when a cached texture fail (timeout, bad crc for
packet loss) the automatic clean try a clear_while_run wasting all openable
files. If a http timeout or corrupted cached texture found the SINGLE
download or the single fileust be deleted or dropped, not whole cache.

If a running viewer have 600 opened tectures and got a timeout now re-open
all to clean them, exceding the default 1024 limit

I've noticed some grey textures too, i begin to think about the old
(patched) bug about decoding fail without retry, the pipe hold the channell
opened wasting resources




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Re: [opensource-dev] before opena Jira, APR

2010-09-01 Thread Francesco Rabbi
Il giorno 01/set/2010, alle ore 16:47, Oz Linden (Scott Lawrence)
o...@lindenlab.com ha scritto:



 Correct, but that's also something we should improve anyway - doing a
 better job of prioritizing which textures are loaded and in what order
 could make things _seem_ faster, even if the total time was the same.
 Doing both that and the connection handling together would be a big win
 (file under Faster).

May be usefull do something like old windlight... The area visible by
avatar (cam or mouselook) should be splitted in slices and textures
should be downloaded starting from closest slice 16 textures each
512Kbps of inbound network speed (client setup). A system for fallback
on single texture if corrupted or timed out will be great...



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Re: [opensource-dev] Anti-Aliasing

2010-08-27 Thread Francesco Rabbi
Enabling FBO broke hires snapshot

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Il giorno 27/ago/2010, alle ore 12:36, Aimee Linden
ai...@lindenlab.com ha scritto:

 On 27 Aug 2010, at 02:06, Trilo Byte wrote:

 Is it just me, or is anti-aliasing broken in the last couple builds?

 Do you arms and legs look lumpier than normal? If so then it's you ;)

 Quite a large amount of rendering work dropped in one of the latest updates. 
 You're on a Mac right? It seems to be broken on my Mac also :( To get AA 
 working on my Linux box I had to turn _on_ Framebuffer Objects in the 
 DevelopRendering menu (same as setting the RenderUseFBO debug option to 
 True) but that just freezes rendering on my Mac.

 So yup, it's not you, looks like we broke it at the moment.

 Aimee.
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-27 Thread Francesco Rabbi
Maybe i not understand well, now if i want i can wear a collar from a
creator on a shirt made by somebody else, if viewer lock me on a fixed
wearing strutture imho is a pain IF a user want create fast
combination of clothes and attachments without waste time clicking one
per time each item can use outfits folders, without overload viewers
with code than limit residents creativity in outfit composing.

If i want wear me undie ON my jeans i must be free to do it :)

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Il giorno 27/ago/2010, alle ore 14:48, Aleric Inglewood
aleric.inglew...@gmail.com ha scritto:

 I fail to see how your example could undermine the bits-proposal.
 For a start, the bits *only* add possibilities (254 per object!).
 Currently the ONLY existing behavior is as if my bits are already in place, 
 but
 set to  when you 'wear' something, and to  when you 'add'
 something. Adding the bits will just open up a whole scala of control over
 how your attachments replace other attachments (and clothing?).

 On Fri, Aug 27, 2010 at 2:20 PM, Francesco Rabbi syt...@gmail.com wrote:
 You lost quite all good taste of this feature Ppl should be free
 to add everything in funny/weird way, and creators cannot be limited
 matching which bit another creator use...

 The possibilities only increase, as I just explained. You can
 still add anything in every way possible. I specifically said
 that each user should be able to change the bits of objects
 even if those objects are no modify. You can always just
 set all bits to 0, then you can wear anything and everything
 at the same time.

 The solution is resident side: outfits folders, may be interesting
 mark boxes or vendors to create automatically outfit folders maybe

 Lets look at your example. I added comment on the right.

 Example:
 -outfit naked
 Hair   --- Head attachament
 SHAPE NO bits (or all 0)
 Skin NO bits (or all 0)
 Genitalia   --- Pelvis attachment

 -outfit sport
 All above but genitalia
 Jeans--- covers genitalia
 Shirt
 Shirt collar --- Chest attachment
 Necklace   --- Chest attachment
 Shoes   --- Feet attachments

 Ok, so a user could set the same bit on the Genitalia object
 as on the pants. Then they would become mutual exclusive,
 which is what you want apparently (and which makes sense
 since pants cover genitalia. Pants that don't should just NOT
 set that bit).

 Assuming that it looks good if you wear the necklace and
 the shirt collar at the same time: put them in different classes
 so they won't replace each other when worn.

 replace outfit should revert from to other, without got creators crazy

 replace outfit is an entirely different thing than wear 
 attachment/clothing.
 The usual meaning is that EVERYTHING is removed and then things in
 the folder are added.

 If a vendor or box can be enganced with outfit (over buy content and buy 
 copy)

 I think daily outfit management by the users is more important
 than the urge to control how and what the users wear by vendors.
 If things bought by users don't work out of the box, then they will have to
 manually remove a few things, just like now. But at least they'll be able
 to automate that and not have to worry about having the add and remove
 attachments/clothing EVERY time, when wearing stuff from inventory.

 Any change to wearing a new outfit that is in a just-bought box is
 orthogonal to my proposal.

 ( all this marked with a giant IMHO)

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 Il giorno 27/ago/2010, alle ore 14:11, Aleric Inglewood
 aleric.inglew...@gmail.com ha scritto:

 The following has been proposed before:

 * Add new bits to each object (all existing objects should act as if
 all bits are set).
 * Give the bits a default meaning (read: human readable word, which
 can be different per attachment point),
  but allow each user to override those descriptions locally.
 * Allow users to change the bits for each of their objects, even no-modify 
 ones.
 * If a user 'wears' (or adds, which becomes redundant) a new
 attachment, then remove those attachments that have
  one or more of the same bits set. In other words, at any time one
 can only have one object attached at a given
  position with any given bit set.

 Suppose you think that 8 bits are enough, then the following holds:

 *  = old 'wear' behavior: replaces everything else.
 *  = 'add' behavior: is added, replaces nothing.
 * 0001 = (for example): assign default meaning 'jacket' for chest
 attachments (jacket collars and hoodies).
 * 0010 = (for example): assign default meaning 'shirt' for chest
 attachments (shirt collars).
 * 0100 = (for example): assign default meaning 'necklace' for
 chest attachments.
 and so on.

 This allows users to make groups of attachments that are mutually exclusive,
 but having up till 8 classes that can be worn at the same time on the same
 attachment point

[opensource-dev] Kdu

2010-08-26 Thread Francesco Rabbi
I see in latest 2.1.2 builds kdu libs, but in about second life i
see openjpeg is used, is a bug or a feature?

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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Francesco Rabbi
I think may be more usefull add all you asked in the jira opened about
multiattachments double worn :)

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Il giorno 27/ago/2010, alle ore 00:50, Brian McGroarty s...@lindenlab.com
ha scritto:

There were some fixes in 1.42 that dealt with a related MultipleAttachments
issue, and should have addressed the more general case.

If anyone encounters this while logging in with an account where you've
crashed or logged out today or later, would you please follow up with me in
direct email? If you include the time and location at which you logged in,
as well as what the item names were, and which attachment point they were
on, it will help tremendously. Also, let me know if you flipped between 2.x
and 1.x viewers in those sessions - anything out of the ordinary could be
relevant.

On Thu, Aug 26, 2010 at 2:37 PM, Marine Kelley marinekel...@gmail.comwrote:

 I'd like to chime in and say that this happens to me often as well.
 Attachments are worn twice on relog, approx. once a day. Since the
 attachments I'm wearing usually say things with llOwnerSay and I see them
 say their messages twice, I do know this is not only a viewer-side problem.
 I have never observed this with 1.23, only with 2.1.

 Soft is aware of this issue, and confirmed seeing the double-rezzing in the
 logs of my sim at the time I indicated.



 On 26 August 2010 22:30, Altair Sythos syt...@gmail.com wrote:

 On Thu, 26 Aug 2010 16:24:08 -0400
 Nyx Linden n...@lindenlab.com wrote:


  Let me know if this clarifies things.

 yeah
 i'm on Second Life 2.1.2 (208569) Aug 26 2010 05:22:24 (Second Life
 Development) now, it work as you said, just noticed something weird and
 tryiong to reproduce:
 if i crash when relog all attachments are weared double time, like the
 dirty logoff don't detach items.

 I dunno how logoff/login work, i *SUPPOSE* debug warn during logoff
 acvatar destructor take current outfit and store somewhere on
 asset, during login last saved current outfit is worn.

 maybe is better if saved current outfit replace what worn during
 login, so if crashed nothing boudle is worn...

 somebody who know better and deeper the code can hint me about?



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-- 
Brian McGroarty | Linden Lab
Sent from my Newton MP2100 via acoustic coupler
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Re: [opensource-dev] Temporary textures

2010-08-25 Thread Francesco Rabbi
Why using beta grid you can test it for free without overload the
viewer with code used by few ones i suppose...

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Il giorno 25/ago/2010, alle ore 19:47, Laurent Rathle
laurent.bec...@madonie.org ha scritto:

 Hello,

 Is it possible to have temporary textures available on Snowglobe or on
 Second Life viewer ? It seems to be a quite requested feature since it
 allows people to test easily their creation without spending too much
 money. If not, why ?

 Thank you
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