What Henri said. Avatar height offset is a variable that currently
changes OFTEN, that's even the reason why it was added as a RLV
command, so that it could be changed automatically without annoying
the user too much.
If this is now a shape slider, and viewer devs like me have to deal
with accordi
On Fri, Mar 1, 2013 at 1:20 PM, Nyx Linden wrote:
> https://bitbucket.org/lindenlab/sunshine-external/commits/108ae1ed56ea38426df239ef3247f57fb63d0806
>
> Added a new parameter to shapes to replace the viewer-side height offset.
> Since it is stored in a wearable, the new back end can read and use
On Fri, 1 Mar 2013 16:20:10 -0500, Nyx Linden wrote:
> https://bitbucket.org/lindenlab/sunshine-external/commits/108ae1ed56ea38426df239ef3247f57fb63d0806
>
> Added a new parameter to shapes to replace the viewer-side height offset.
> Since it is stored in a wearable, the new back end can read and
I see. This is a little different since it's a direct Avatar Shape Slider
(unless I misunderstand), and isn't just a new type of Wearable, but I see
the parallels.
Thanks for the clarifications, they are much appreciated.
- Dari
On Fri, Mar 1, 2013 at 1:59 PM, Nyx Linden wrote:
SSB does all appearance generation as a centralized service - meaning
your avatar's visual parameters, height, and baked textures are served
without needing the viewer to have downloaded and decoded the wearables.
That's why I'm starting to refer to it as server side appearance, not
server side
Well, This is an interesting development. I only understood SSB to be
handling the baking of textures. But it's centralizing the avatar's shape
too? Or why does a change in height need to be routed through the back-end?
Adding a new slider to the Avatar appearance is kind of unprecedented. Will
LL
https://bitbucket.org/lindenlab/sunshine-external/commits/108ae1ed56ea38426df239ef3247f57fb63d0806
Added a new parameter to shapes to replace the viewer-side height offset.
Since it is stored in a wearable, the new back end can read and use the
value. Will send an email to third party devs later t
No, Singularity is compiled with VS2010. Upgrading compiler version is
PITA because it means that some (most?) prebuild libraries would need
recompiling too.
It's probably safe to ignore this warning as the viewer doesn't use
D3D at all, and only functions used from DirectX are, as Liny pointed
ou
"Here, I bet the viewer won't compile under VS2012"
Singularity is compiled with VS2012 if i remember correct
2013/3/1 Henri Beauchamp
> On Fri, 1 Mar 2013 08:54:00 -0800, Darien Caldwell wrote:
>
> > This is being offered to all Windows 7 Users, not just developers.
> Reading
> > deeper here:
On Fri, 1 Mar 2013 08:54:00 -0800, Darien Caldwell wrote:
> This is being offered to all Windows 7 Users, not just developers. Reading
> deeper here:
>
> http://msdn.microsoft.com/library/windows/apps/jj863687.aspx
>
> It's mostly backporting new features from Windows 8 to Windows 7. That's
> wh
On Fri, Mar 1, 2013 at 8:54 AM, Darien Caldwell
wrote:
> This is being offered to all Windows 7 Users, not just developers. Reading
> deeper here:
>
> http://msdn.microsoft.com/library/windows/apps/jj863687.aspx
>
> It's mostly backporting new features from Windows 8 to Windows 7. That's why
> the
This is being offered to all Windows 7 Users, not just developers. Reading
deeper here:
http://msdn.microsoft.com/library/windows/apps/jj863687.aspx
It's mostly backporting new features from Windows 8 to Windows 7. That's
why they say you'll need the newer SDK, to take advantage of those new
feat
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