Re: [opensource-dev] Looking for a PJIRA entry about build grid UI bug with deferred rendering enabled

2010-09-20 Thread Tofu Linden
Opensource Obscure wrote:
> When Deferred Rendering is enabled and you're in 
> building mode, the RGB arrows that you use to move 
> prims don't "stop" at the prim surface anymore.
> 
> Deferred Rendering OFF:
> http://m.friendfeed-media.com/948b6fc14d7ec63ec01a1f8f253a48869c6cbcd0
> 
> Deferred Rendering ON:
> http://m.friendfeed-media.com/206e6a7e4a14518e27f084d30c9cec0d58873520
> 
> If I recall correctly, a PJIRA entry already exists 
> for this bug - but unfortunately I can't find it. 
> 
> Can you help me to find it please? I'd like to update it.
> 
> Opensource Obscure

I don't think I've run across a pjira for this, but I'd be interested
to hear.  If it takes too long to find an existing one, please do file
a new one, IMHO it's better to have a few dupes than fail to have a bug
filed at all. :)

Deferred Rendering is a good example of something that LL has no
near-term plans to put more work into (AFAIK), so if some people
outside LL want to keep it somewhat warm/maintained that'd be great
(I love it, but we pretty much have to put our personal time
into it to make progress, it's just not on a LL roadmap right now I
think).

For anyone interested, here's my guess as to why this issue (and a few
like it) are happening - deferred rendering uses an off-screen FBO depth
buffer for drawing the world, but some of our hud overlays (like
the arrow-drawing) assume that they can use immediate-mode drawing to
the back-buffer (the next frame we're assembling for display with the
world, UI, HUDs and everything) at any point and get correct
depth-testing - however, the world depth buffer in the FBO hasn't
necessarily been transferred to the back-buffer, even
though the rendered color data has.

The two optional solutions I see, if this is so, are:
1. (probably fastest, more complicated) - make the tool/hud/overlay
routines bind the FBOs that we've done our deferred world rendering to,
so they're depth-testing against (and drawing to) the FBOs instead of
the depthless back-buffer.
2. (slightly slower, probably much simpler) - copy the FBO depth buffer
to the back-buffer's depth-buffer at the same time we copy the color
data.

-Tofu
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Re: [opensource-dev] Question about the Too Many Open Files problem

2010-09-20 Thread Tofu Linden
For anyone interested, https://jira.secondlife.com/browse/SH-173

Ponzu wrote:
> I have been pursuing this for awhile.  I am wondering if I am the only one
> experiencing it? Could others with the same problem let me know so that I
> don't feel so lonely 8-)
> 
> Problem:
> 
>- On Mac, open Console and then open the system.log.
>- Open Viewer2 Dev (any version since Beta).  Viewer2 Release does not
>show this problem for me.
>- Go to some area where there are a lot of textures (e.g. not a barren
>wasteland like Brilliant).  After a few minutes, the viewer freezes (the
>mouse pointer becomes the spinner) and errors start appearing in syslog.log
>about Too Many Files.
> 
> 
> You can also open a Terminal window and use lsof to see the open files.
> 
> $ lsof -c Second
> 
> or you can count them with
> 
> $ lsof -c Second | wc -l
> 
> Whenever I get to 235 UDP and TCP connections, I freeze.
> 
> 
> 
> 
> 
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Re: [opensource-dev] Anti-aliasing problem

2010-09-20 Thread Tofu Linden
I've added this info to:
https://jira.secondlife.com/browse/VWR-17436
Generally pjira is a better place to note forensics than the mailing
list. :)
Thanks for digging!

Ponzu wrote:
> FYI.
> 
> 
>> Is anyone looking at SNOW-198 or VWR-13286, for example?  It appears an
>> assertion is failing.  Maybe it is not needed or backwards or something
>> (easy fix).
>>
>>
>> So, I looked at the code.  The assertion occurs three times in
> llimagegl.cpp.  it sort of looked like the assertions don't do much useful,
> except cause the abort, so as an experiment I commented them out and built
> my own version.
> 
> Now, setting AA does not crash immediately, and so far I see no issues it
> might be causing.
> 
> 
> 
> 
> 
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[opensource-dev] Frustum on the world map acting up on v2

2010-09-20 Thread Marine Kelley
Hello all,

For those who are interested, here is a trivial fix (but not a trivial hunt)
to a bug on the world map, that I am surprised nobody has ever written a
JIRA on, because it has been there since v2.0 beta.

https://jira.secondlife.com/browse/VWR-23105

Marine
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Re: [opensource-dev] Question about the Too Many Open Files problem

2010-09-20 Thread Monty Brandenberg
On 9/19/2010 4:18 PM, Vex Streeter wrote:
>HTTP textures seems to make an already bad situation worse.  A very
> large number of the open files I see on Linux are fonts:  I've seen up
> to 20 FDs pointing to the same font file - I typically run under linux
> with a ulimit of 2048 to avoid the issue.  I see similar things on
> Windows (7) but it is neither quite as bad (fewer fonts maybe?) nor
> happens to hit whatever fd limit windows has.  One of the problems with
> running out of FDs is that the viewer can fail in all sorts of bizarre
> ways and will often not be able to dump a useful log.

This might be worth a Jira, at least to start feeding in tracking
information.  On Linux, I'd expect this to at least generate a
strerror() message for ENFILE or EMFILE ('Too many open files in system'
and 'Too many open files') with similar messages on Mac.  Full 'lsof'
output before or after a problem might be interesting, too.  Something
in Ponzu's Problem has me looking in the direction of plugins as well.
But a rigorous test with HTTP Textures enabled and disabled would also
be useful...

m

-- 
Monty Brandenberg
mo...@lindenlab.com
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Re: [opensource-dev] Question about the Too Many Open Files problem

2010-09-20 Thread Monty Brandenberg
On 9/20/2010 5:45 AM, Tofu Linden wrote:
> For anyone interested, https://jira.secondlife.com/browse/SH-173

Oh, and there's the strerror message.  :-)

-- 
Monty Brandenberg
mo...@lindenlab.com
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[opensource-dev] Possibility to revert UI changes on snowstorm?

2010-09-20 Thread malachi
Is it possible to revert the 2.x UI changes? I mean is it possible to keep  
the functionality of 2.x yet use the visual style of 1.x?


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[opensource-dev] Possibility to revert UI changes on snowstorm?

2010-09-20 Thread aklo
Malachi,

what a wonderful question!  i know a lot of us would like to have a
positive answer to that question.  i think right now the status is
"almost, sorta".  Please do keep me on your list and share any info you
get?

Thx!

- AK

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[opensource-dev] Possibility to revert UI changes on snowstorm?

2010-09-20 Thread aklo
Sorry everyone!  i pushed the wrong button and didn't get Malachi's msg
quoted.  Pls forgive the excess traffic?  But i thought i'd better redo my
msg or the lack of context would make it (more) nonsensical.

Thx!

- AK

(retransmitting...)
Malachi,

what a wonderful question!  i know a lot of us would like to have a
positive answer to that question.  i think right now the status is
"almost, sorta".  Please do keep me on your list and share any info you
get?

Thx!

- AK


Is it possible to revert the 2.x UI changes? I mean is it possible to keep
the functionality of 2.x yet use the visual style of 1.x?


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Re: [opensource-dev] Possibility to revert UI changes on snowstorm?

2010-09-20 Thread Ricky
The answer is no.  LL is firm on this point.

HOWEVER, there are people working to backport 2.x functionality (not
UI) to the 1.x codebase, as well as some who are working to put the
1.x UI on the 2.x code. From what I've read of LL's stance on this,
see the list logs, these are likely never going to be included in the
official LL viewer.  However, you might be able to get the patches to
do this from those who are developing them, and then release your own
TPV.

Remember, Snowstorm is a LL team, not a viewer.  The viewer the
Snowstorm team is working on is the development edition of the main
SecondLife viewer.  Nothing more, nothing less.

Ricky
Cron Stardust

On Mon, Sep 20, 2010 at 4:51 PM,   wrote:
> Sorry everyone!  i pushed the wrong button and didn't get Malachi's msg
> quoted.  Pls forgive the excess traffic?  But i thought i'd better redo my
> msg or the lack of context would make it (more) nonsensical.
>
> Thx!
>
> - AK
>
> (retransmitting...)
> Malachi,
>
> what a wonderful question!  i know a lot of us would like to have a
> positive answer to that question.  i think right now the status is
> "almost, sorta".  Please do keep me on your list and share any info you
> get?
>
> Thx!
>
> - AK
>
>
> Is it possible to revert the 2.x UI changes? I mean is it possible to keep
> the functionality of 2.x yet use the visual style of 1.x?
>
>
> -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
> ___ Policies and (un)subscribe
> information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev
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> privileges
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Re: [opensource-dev] Possibility to revert UI changes on snowstorm?

2010-09-20 Thread Ricky
See response to Aklo...

On Mon, Sep 20, 2010 at 4:28 PM, malachi  wrote:
> Is it possible to revert the 2.x UI changes? I mean is it possible to keep
> the functionality of 2.x yet use the visual style of 1.x?
>
>
> --
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Re: [opensource-dev] Possibility to revert UI changes on snowstorm?

2010-09-20 Thread Yoz Grahame
On 20 September 2010 16:28, malachi  wrote:

> Is it possible to revert the 2.x UI changes? I mean is it possible to keep
> the functionality of 2.x yet use the visual style of 1.x?
>

If you're asking about doing this in your own viewer project based on 2.x,
go for it. There are plenty of people who say they want it, and you'd
probably get some help. There should be no technical blockers.

If you're asking about reverting the design of individual UI elements to the
1.x design in the official Linden Lab viewer, then - as we've discussed
several times on this list - we're open to considering and implementing
well-argued proposals. We've already done this kind of reversion for several
UI elements and there will likely be others. However, we ask that UI change
proposals take the time to explore whether there is a third design option
better than either existing one.

If you're asking about reverting the entire viewer UI to 1.x: in short, no.
In less short, we'd need an objective, well-reasoned argument against each
and every one of the several hundred UI changes between 1.x and 2.x. See
above.

We know that the current Viewer 2 UI is not popular amongst a large
percentage of residents. It'd be hard to miss that. That's why we're working
on fixing it. When people are asked to explain why they don't like it, they
focus on a small but high-profile set of these changes, such as the sidebar,
and those are the changes we're already planning to work on (if not working
already). If you have ideas for how those specific changes should work, we
welcome them. If there are other areas you want to fix or revert, and have a
good objective argument for them, we welcome those too.

-- Yoz
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[opensource-dev] UI Map

2010-09-20 Thread miss c
Hello,

I am working on a new skin for Viewer 2.XX.  I noticed that some of the 
textures 
aren't even used and I am having difficulty finding the referencing commands to 
apply them.  Example would be the bottom panel background image, which doesn't 
appear to be referenced in any of the xmls.  Is there a UI map or list of 
appropriate commands to apply the images?  I have made many changes but none 
seem to take effect.

Thank you
Miss



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