There is no shine at all when lighting/shadows is enabled. Sorry. None whatsoever. Full shine black is just flat black. Full shine white is just flat white. Full shine textures are just the textures. It is completely broken. And this, in turn, "breaks content" that was sold with the expectation it was shiny.
On the bright side it might make people rely less on shine to hide things that cannot be textured properly (sculpts generated from a wad of prims) or to cover a lack of decent texturing. I'm already discontinuing use of shine as much as possible because of this content breaker. And yes we will need the other aspects of texturing for mesh as soon as possible if possible. Wet looking skin with bulging veins on Cthu'lhu would indeed be awesome. But shine was broken once with windlight. Now it has been obliterated with deferred rendering. I don't expect to live long enough to see real time true reflectivity in Second Life. Like latex that actually reflects. Would be nice but there are miles and miles to go to get that gpu capability for real time translated to opengl and then farther to go to show up in Second life. Or third life or whatever this concept is called at that point 50 years from now if there is still an internet (doubtful) and civilians are allowed to be in possession of computers beyond what they are "chipped" with. ________________________________ From: Geenz Spad <ge...@geenzo.com> To: opensource-dev@lists.secondlife.com Sent: Sat, October 16, 2010 12:41:48 PM Subject: Re: [opensource-dev] Project-MESH viewer Shiny does work with the deferred renderer (or Lighting and Shadows as it's now called in the Mesh viewer). It's simply handled differently; it reflects light in the form of what's known as specular reflectance, instead of reflecting the sky environment (at one point it reflected both around 2008 and 2009). Different shiny settings effects the overall brightness and distribution of the specular exponent. On Sat, Oct 16, 2010 at 11:24 AM, Ann Otoole <missannoto...@yahoo.com> wrote: Are you planning to enable shine on prims with lighting/shadows on or is full lighting effects disable shininess something we need to accept as permanent and texture around? (Note that lighting in Kirstens also disables shine) > > > ________________________________ From: Oz Linden (Scott Lawrence) <o...@lindenlab.com> >To: opensource-dev@lists.secondlife.com >Sent: Sat, October 16, 2010 11:01:38 AM >Subject: Re: [opensource-dev] Project-MESH viewer > > > On 2010-10-15 18:00, Trilo Byte wrote: >> But on the flipside, the Project MESH viewer has working shadows for nVidia >>GPU's on Mac (never happened before on any known config), and anti-aliasing's >>fixed. If we could get that bit out of the mesh viewer and into the 2.2 >>pipeline, we'd really be in great shape IMO. > >The AA fix is in the 2.2 pipeline (I did that merge) ... not sure about >the other (since I don't know which change that was). > >_______________________________________________ >Policies and (un)subscribe information available here: >http://wiki.secondlife.com/wiki/OpenSource-Dev >Please read the policies before posting to keep unmoderated posting privileges > > >_______________________________________________ >Policies and (un)subscribe information available here: >http://wiki.secondlife.com/wiki/OpenSource-Dev >Please read the policies before posting to keep unmoderated posting privileges >
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