Re: [opensource-dev] ok wtf is this?

2011-09-06 Thread Nicky D.
>
> Even if the size of the memory pool allocated was impacted by the total
> available RAM on the machine, which I'm not sure it is, I can see them
> having more memory on their test machines than I do on my laptop, which
> has only 6G but I've twice that on my gaming rig and I saw the issue on
> both.

As strange as this might sound, 6/12 GB might be too much.

There are a lot of casts down to U32. There might be a hidden overflow there,
turning some counter into a very small number.
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Re: [opensource-dev] Review Request: STORM-64: Local Bitmaps 2.0 implementation.

2011-09-06 Thread Vaalith Jinn

---
This is an automatically generated e-mail. To reply, visit:
http://codereview.secondlife.com/r/347/
---

(Updated Sept. 6, 2011, 7:17 a.m.)


Review request for Viewer.


Summary (updated)
---

Local Bitmaps is a mechanism to locally load images into the viewer, track them 
and optionally (per each image)
have it check if the image has been overwritten locally and if so - update it 
in the viewer and inworld.

This change affects the texture picker - adding radio checks that let the user 
choose between the "Inventory" (regular inventory) and "Local" tabs (list of 
locally added files).

*** DO NOT USE THIS YET ***
do not implement/use this yet until certain issues are resolved.


This addresses bug STORM-64.
http://jira.secondlife.com/browse/STORM-64


Diffs
-

  doc/contributions.txt 8da01486a36a 
  indra/newview/CMakeLists.txt 8da01486a36a 
  indra/newview/lllocalbitmaps.h PRE-CREATION 
  indra/newview/lllocalbitmaps.cpp PRE-CREATION 
  indra/newview/lltexturectrl.h 8da01486a36a 
  indra/newview/lltexturectrl.cpp 8da01486a36a 
  indra/newview/llviewertexturelist.h 8da01486a36a 
  indra/newview/llwearable.h 8da01486a36a 
  indra/newview/llwearable.cpp 8da01486a36a 
  indra/newview/skins/default/xui/en/floater_texture_ctrl.xml 8da01486a36a 

Diff: http://codereview.secondlife.com/r/347/diff


Testing
---

Texture/Sculptmap/Avatar Layer show.
Texture/Sculptmap/Avatar Layer update.
Multiple sculpties update.


Thanks,

Vaalith

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Re: [opensource-dev] ok wtf is this?

2011-09-06 Thread Robert Martin
On Tue, Sep 6, 2011 at 3:25 AM, Nicky D.  wrote:

> As strange as this might sound, 6/12 GB might be too much.
>
> There are a lot of casts down to U32. There might be a hidden overflow there,
> turning some counter into a very small number.
> ___
it may then be something in the pool causing a C5* type error where
the code does not handle that large of a total memory and wraps around
the memory space.


* a C5 Galaxy is a very large cargo plane and if you are not careful
things can get very messy. Even some airports that handle Jumbo Jets
can't handle a C5.

Empty weight: 380,000 lb (172,370 kg)
Loaded weight: 769,000 lb (348,800 kg)

anybody wanna bet that some counter in the code should be the next size bigger??



-- 
Robert L Martin
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[opensource-dev] Standard Reference Mesh Avatars anybody??

2011-09-06 Thread Robert Martin
given that the Mesh docs seem to be a dogs breakfast does anybody have
interest in creating a set of "reference" Avatars (with Clothing
maybe??)? Im thinking that it would help say the Make Human project if
they had something to look at to see where they would need to end up
(if they wanted to support SL).

heck a nice library of "standard" objects would work also.

-- 
Robert L Martin
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Re: [opensource-dev] Feedback wanted for VWR-26858 (User-defined build icons)

2011-09-06 Thread Lee ponzu
Over the past couple of years, AL builders have posted many long (winded)
blog and forum posts comparing about the building tools, some containing
various good ideas.  I suggest Googling for them.
On Sep 5, 2011 12:07 PM, "Boroondas Gupte" 
wrote:
> On 09/05/2011 08:20 PM, Jonathan Welch wrote:
>> Partly to solve a lack of new icon space needed by Storm-49 and partly
>> to improve in-world building I have created VWR-26858
>> (https://jira.secondlife.com/browse/VWR-26858) and would appreciate
>> your comments on this proposed new feature I would like to work on.
>>
>> Oz and Esbee might appreciate a few "this is a good idea" comments to
>> convince them that yes, it is a good idea, and I would appreciate any
>> comments of technical changes you can think of.
> It would probably be good to ask the target audience (i.e. SL builders)
> about this feature request. I don know where to best reach them, but I
> think there's one or several forums on the SL community platform
> dedicated to inworld content creation.
>
> Cheers,
> Boroondas
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Re: [opensource-dev] ok wtf is this?

2011-09-06 Thread Ardy Lay
If you are talking about the pool I think you are talking about then it 
has a fixed size, 256MB.  Requests greater than 4MB in size are NOT 
allocated from this pool but are allocated from heap.  I increased the 
size of the managed private pool to 512MB during a dance party 'cause it 
was driving me crazy.
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Re: [opensource-dev] ok wtf is this?

2011-09-06 Thread Dave Booth
On 9/6/2011 1:05 PM, Robert Martin wrote:
> On Tue, Sep 6, 2011 at 3:25 AM, Nicky D.  wrote:
>
>> As strange as this might sound, 6/12 GB might be too much.
>>
>> There are a lot of casts down to U32. There might be a hidden overflow there,
>> turning some counter into a very small number.
>> ___
> it may then be something in the pool causing a C5* type error where
> the code does not handle that large of a total memory and wraps around
> the memory space.
>
>
> * a C5 Galaxy is a very large cargo plane and if you are not careful
> things can get very messy. Even some airports that handle Jumbo Jets
> can't handle a C5.
>
> Empty weight: 380,000 lb (172,370 kg)
> Loaded weight: 769,000 lb (348,800 kg)
>
> anybody wanna bet that some counter in the code should be the next size 
> bigger??
>
>
>

The only ones I ever shipped on were your good old reliable herky-birds 
:) I'm betting the level of discomfort when they were rigged with seats 
probably scaled up in proportion to the size with the galaxy? Sooner you 
than me dude.
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Re: [opensource-dev] ok wtf is this?

2011-09-06 Thread Dave Booth
Gotta give kudos to Bao on this one..

After Grumpity assigned it, 1 minute from status "Acknowledged" to "Fix 
Pending" - If you can zero in on it that fast, Bao, you are really in 
tune with your code :)

Looking forward to seeing your fix hit the trunk :)
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Re: [opensource-dev] ok wtf is this?

2011-09-06 Thread Bao Linden
Guys,

Thank you all for the input. A new fix is at
http://codereview.lindenlab.com/6723148/ . Please review it and/or test it.
All comments/suggestions/complaints are welcome and much appreciated.

The reasons why we introduced this memory pool management scheme are because
1) we want to make the memory allocation/deallocation process more
controllable. You might know that there are flaws in our code, third-parties
code and graphics drivers which causes memory leaking or absurd memory
allocations. Those flaws are normally very hard to catch. We want to extend
this memory pool management to intercept and monitor all memory activities
in the future. and 2) as some of you already pointed out, we ask for regular
4MB memory chunks from the heap to minimize memory address fragmentation.

This is an on-going project. So if you have something you want me to know,
please email me at b...@lindenlab.com.
Thanks a lot,
Bao

On Tue, Sep 6, 2011 at 6:33 PM, Dave Booth  wrote:

> Gotta give kudos to Bao on this one..
>
> After Grumpity assigned it, 1 minute from status "Acknowledged" to "Fix
> Pending" - If you can zero in on it that fast, Bao, you are really in
> tune with your code :)
>
> Looking forward to seeing your fix hit the trunk :)
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Re: [opensource-dev] Standard Reference Mesh Avatars anybody??

2011-09-06 Thread Nexii Malthus
Doesn't Make Human have severe issues with making an efficient mesh
reasonably optimised for realtime 3D rendering? That seems like the first
issue to address for them.

 - Nexii

On Tue, Sep 6, 2011 at 11:23 PM, Robert Martin  wrote:

> given that the Mesh docs seem to be a dogs breakfast does anybody have
> interest in creating a set of "reference" Avatars (with Clothing
> maybe??)? Im thinking that it would help say the Make Human project if
> they had something to look at to see where they would need to end up
> (if they wanted to support SL).
>
> heck a nice library of "standard" objects would work also.
>
> --
> Robert L Martin
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