I think what some people want is a like a LSL based code-behind feature to the UI.

Did I say it? Oops, I did.

Hold that thought.

Actually, I'm eager for GtkBuilder to fully phase-in, then UI builders like the Glade Interface Designer would have lots of fun interactive, custom widgets ready to use in the palette:
http://glade.gnome.org/screenshots.html

Example vid of using Glade:
http://people.redhat.com/overholt/nativeeclipse/

Of course, that was with Eclipse, and the Eclipse UI is written with Gtk. Hmmm - powerful enough for holistic programmers.

Here is an older review of Glade: http://loosexaml.wordpress.com/2008/10/14/giving-glade-a-fair-shake/

The Glade Interface Designer is also a library, so it is embeddable (into some viewer app someday maybe): http://glade.gnome.org/docs/index.html

Ok, I said too much.

Cheers,
http://twitter.com/Dzonatas

Melinda Green wrote:
Nexi,

I'm not stating an opinion about the value of Windlight controls one way 
or the other. I do agree with you that it would be better if the setting 
names were better chosen in order to organize them into some meaningful 
hierarchy, but the chance to do that passed a long time ago. Even if 
someone did the huge job of changing the names throughout the entire 
source code and XUI content, that patch would never be accepted because 
of the branches within LL (and externally) that would be affected. The 
end result is that once you name a setting or control, it's nearly 
impossible/impractical to change it. We're then left with an underlying 
flat list of settings for better or worse and I therefore believe this 
is *not* the place to start! We could of course impose an external 
organization onto that list though a config UI like you suggest. That 
sounds like a good idea to me but is completely orthogonal to taking 
advantage of the existing XUI<-->saved settings bridge.

If anyone wants to see good examples of doing the sort of stuff I'm 
talking about, I recommend looking at the new View->Beacons floater 
implementation that I created. It was implemented almost entirely in 
XML, only requiring C++ code to launch the floater and to enforce a 
couple of the previous quirky interactions between the beacon types. The 
rest is implemented entirely in XUI making heavy use of the control_name 
tag. BTW, this is how many of the Windlight controls were implemented 
too and was where I found the examples I needed when doing the beacons 
work. This is an incredibly powerful and underused pattern.

-Melinda

Nexii Malthus wrote:
  
Well, I think we could start by re-working the debug-settings menu a bit.

Load up Firefox and go to this page:   "about:config"

Thats an excellent example of a good debug settings menu. The settings 
are easily understandable imho.

Seperated into their relevant sections,  I think it would be great if 
we had that a similiar naming scheme. That would be at least one step 
towards opening up the deeper parts of the engine towards users. Not 
to mention the help it would provide to developers, lindens and 
non-lindens alike for making it easier to test out experimental 
features or performance optimizations.

Imagine a naming scheme towards the graphical subsystems.
render.spatial.maxnodesize for this situation as a loose example.

Wouldn't it be easier and efficient to expose only the relevant debug 
settings to each subsystem too? render.* being available to the render 
stuff. network.* being for the network stuff.

If we want to revamp the whole way preferences work we need to move 
step-by-step from the bottom up.

I do agree that the LL designers feel a bit itchy about the current 
windlight preferences and I agree, it is messy. But its wrong to hide 
the tools for the right job when you consider the majority of 
individuals that are willing to go a step further to make their 
experience so much better.

Just look at the stuff Torley and other talented photographers have 
made in snapshots by messing about in the windlight settings and shadows.

- Nexii Malthus

On Fri, Jun 19, 2009 at 9:45 PM, Melinda Green 
<meli...@superliminal.com <mailto:meli...@superliminal.com>> wrote:

    That's an interesting suggestion, Nexii. I'm not sure how the LL
    designers feel about all those Windlight preferences but I
    wouldn't be surprised if they'd mostly prefer to hide or eliminate
    most of them. There's always a tension between number of controls
    and the all-important SL learning curve.

    One way to break this logjam is to start using the new XUI
    features to allow external designers to create custom UI without
    the need for developers to hook them in and compile entire custom
    viewer binaries and then update them with each viewer version.
    Skinning is the first step on that road but there is a lot of
    other useful stuff under the hood that can also be used today. My
    favorite is the "control_name" XUI tag which lets you associate
    check box and slider values with particular saved settings. When
    you load a floater or other XUI element containing a check box or
    slider with that tag, then it takes it's initial value from the
    named saved setting and automatically saves back out modified
    values as the user interacts with those controls.

    This is extremely powerful and should let you create your custom
    panel to control any of the boolean or real valued settings that
    you see in the debug settings floater. The only thing really
    missing here (other than support for more control types) is the
    ability to launch a custom floater. Ideally that would come with
    the badly needed keyboard remapping functionality to allow you to
    specify a hot key to load a named floater. (Hint: Great Snowglobe
    feature here!) Since we don't have that yet, you'd probably have
    to append your controls to some existing floater if you want to
    add controls without programming, but that shouldn't be too awful.

    -Melinda

    Nexii Malthus wrote:

        I think by spatial groups you could consider how dense an area is.

        We really should open many more options on the preferences
        menu. Perhaps it should branch off into a seperate menu due to
        the relevant complexity, imagine how complex the windlight
        sliders are, but they are also nicely dispersed into their
        relevant categories and sections. We should aim to achieve the
        same, not to mention the explanations that were provided in
        the WindLight menu were pretty cool and awesome to understand
        what the settings do.

        WindLight is a mere single subsystem of the entire graphics
        system, why can't we have the same attention put into other
        areas in terms of control via the UI?

        There are many hidden settings, some that are not even
        affected by the more generalised "Low, Medium, High, Ultra"
        that have an impact on FPS and the experience.

        L$0.02.

        - Nexii Malthus

        On Fri, Jun 19, 2009 at 7:50 PM, Harleen Gretzky
        <gretzky.harl...@gmail.com <mailto:gretzky.harl...@gmail.com>
        <mailto:gretzky.harl...@gmail.com
        <mailto:gretzky.harl...@gmail.com>>> wrote:

           It appears to be more than just jewelry that is effected.
           VWR-14049 and VWR-14146 are builds that are effected also. When
           posing this question I was really trying to understand how the
           rendering limits work. For instance, does the renderMaxNodeSize
           limit apply to the entire scene, or only to portions of the
        scene?
           Does it apply to avatars as well as objects? It seems to have
           something to do with 'spatial groups' but what are 'spatial
           groups'? Is renderMaxNodeSize the only rendering limit?

           If renderMaxNodeSize is the only setting that, I would
        think the
           best solution as has been suggested on the JIRAs and here is to
           move the setting onto the Graphics preference tab. Since it
        seems
           to be a little low for those running graphics at High and
        Ultra it
           should probably be increased for those users. So maybe
        something like:

           Low - 2048
           Mid - 4096
           High - 8192
           Ultra - 8192

           Then if a user chooses Custom there should be a slider
        control to
           allow it to be set to the value of their choice. Just my
        two cents.

           -Harleen


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