[opensource-dev] Snowglobe 2.0 update

2010-06-03 Thread Philippe (Merov) Bossut
Hi, Here's a quick update of where we stand with Snowglobe 2.0. All patches from 1.x have been analyzed and those that need to be ported have had a JIRA created to track them. All this is summarized in the spreadsheet: - https://spreadsheets.google.com/ccc?key=0AgvC7hm5YZqcdHVXb05iTE0wTFc0bWptTW4

Re: [opensource-dev] Moving #opensl (IRC) to freenode.net

2010-06-03 Thread Carlo Wood
Since nobody reacts, I assume there are no objections. When are we going to move over? -- Carlo Wood ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to k

Re: [opensource-dev] Mesh rendering: What does indicesp provide?

2010-06-03 Thread Geenz Spad
I'm sure it wouldn't hurt to ask Eric Lengyel if one could create their own LGPL implementation of Voxel terrain LOD based off of his paper. He'll usually only ever say no in the event that it involves distributing code to one of his commercial products (such as the C4 Engine). Since in this case

Re: [opensource-dev] Mesh rendering: What does indicesp provide?

2010-06-03 Thread Rob Nelson
It may be quite fast, but I don't think it's GPL, so I can't really use it. I'll have to come up with my own MacGyver'd implementation of LOD and stitching after I finish the initial implementation. Rob On Thu, 2010-06-03 at 11:42 -0500, Jonathan Goodman wrote: > It may be a bit late for this, bu

[opensource-dev] Second Life Community Convention 2010 - Boston - Aug 13-15th

2010-06-03 Thread Fleep Tuque
Hi all, Sending out the official announcement about this year's SLCC 2010, we look forward to a really terrific convention this year! Be sure to visit the website at http://slconvention.org to submit a proposal, volunteer to lead a track, or just plain volunteer - we always need the help! - Fle

Re: [opensource-dev] Mesh rendering: What does indicesp provide?

2010-06-03 Thread Jonathan Goodman
It may be a bit late for this, but I would actually like to point out a paper that was recently released that details the construction of terrain from voxels in the C4 Game Engine (1.5.9, and the LOD algorithms introduced in C4 2.0 that was released a few days ago). The implementation in place in

Re: [opensource-dev] Oz Linden office hours

2010-06-03 Thread WolfPup Lowenhar
I would enjoy coming to your OH but I have a slight scheduling conflicts both in world and RL. On Tuesday's I'm hosting an event and on Wednesday's im working RL during those times. -Original Message- From: opensource-dev-boun...@lists.secondlife.com [mailto:opensource-dev-boun...@lists.se

Re: [opensource-dev] Mesh rendering: What does indicesp provide?

2010-06-03 Thread Zabb65
As for conversion, it looks like you should just convert asEdgeVertex asEdgeNorm and the results of vGetColor(for each normal in asEdgeNerm) into arrays, and build the index table from the results of iVertex. It more or less looks like it was written to use vertex buffers, but was converted to some

Re: [opensource-dev] Mesh rendering: What does indicesp provide?

2010-06-03 Thread Rob Nelson
Thanks, I've successfully converted the code. I appreciate the perspective. Thanks again, Rob On Thu, 2010-06-03 at 07:53 -0400, Zabb65 wrote: > >From what I remember... > > Indicesp is a pointer to an array of U16s that are offsets to vertexes > in the vertex buffer. Read it as the vertexes

Re: [opensource-dev] Mesh rendering: What does indicesp provide?

2010-06-03 Thread Zabb65
>From what I remember... Indicesp is a pointer to an array of U16s that are offsets to vertexes in the vertex buffer. Read it as the vertexes normals and all this other stuff being in static arrays. It then runs through the indice list and runs the associated glVertex3f commands or whatever on the

Re: [opensource-dev] Mesh rendering: What does indicesp provide?

2010-06-03 Thread Aidan Thornton
Hi, On Thu, Jun 3, 2010 at 12:35 AM, Rob Nelson wrote: > I am working on the rendering code in the SL viewer at the moment, > having completed the server-side code and some of the client-side > packet-handling classes. However, I have zero familiarity with OpenGL, > so bear with me. > > My viewe