Re: [opensource-dev] Question about BUG-41029 and 64 bit usage

2016-12-17 Thread Henri Beauchamp
On Fri, 16 Dec 2016 11:14:59 -0800, Richard Nelson wrote: > FWIW, those particular units types were introduced as part of the LLTrace > metrics update and found several cases where the incorrect units were > being recorded, resulting in skewed/invalid metrics. The point is not > that it is

Re: [opensource-dev] Question about BUG-41029 and 64 bit usage

2016-12-16 Thread Richard Nelson
FWIW, those particular units types were introduced as part of the LLTrace metrics update and found several cases where the incorrect units were being recorded, resulting in skewed/invalid metrics. The point is not that it is hard to multiply by a constant to do unit conversion...it is that

Re: [opensource-dev] Question about BUG-41029 and 64 bit usage

2016-12-16 Thread Henri Beauchamp
On Fri, 16 Dec 2016 10:07:45 -0500, Monty Brandenberg wrote: > On 12/16/2016 4:16 AM, Henri Beauchamp wrote: > > > I'd say that the demonstration of how templates can actually > > harm the maintainability of the code is done... > > Hahaha, that is a permanent on-going debate. I said *can harm*,

Re: [opensource-dev] Question about BUG-41029 and 64 bit usage

2016-12-16 Thread Monty Brandenberg
On 12/16/2016 4:16 AM, Henri Beauchamp wrote: > I'd say that the demonstration of how templates can actually > harm the maintainability of the code is done... Hahaha, that is a permanent on-going debate. m ___ Policies and (un)subscribe information a

Re: [opensource-dev] Question about BUG-41029 and 64 bit usage

2016-12-16 Thread Henri Beauchamp
On Fri, 16 Dec 2016 09:44:51 +0100, Henri Beauchamp wrote: > my viewer is therefore unafffected by that bug... In fact, I had a doubt and checked: it was affected, but the fix took me exactly 3 minutes to perform (4 static variables in LLImageGL and LLViewerTexture that were S32 integers and that

Re: [opensource-dev] Question about BUG-41029 and 64 bit usage

2016-12-16 Thread Henri Beauchamp
On Thu, 15 Dec 2016 11:13:35 -0800, Callum Prentice (Callum) wrote: > https://jira.secondlife.com/browse/BUG-41029 > > .../... > > There is a lot usage of 32 bit types (U32Bytes, U32Megabytes etc.) defined > indirectly here: > > https://bitbucket.org/lindenlab/viewer64/src/9270caf3d4324f9c1c33a

Re: [opensource-dev] Question about BUG-41029 and 64 bit usage

2016-12-15 Thread Cinder Roxley
Mine has 6GB and was relatively inexpensive ($211 USD) As far as the viewer, I think the best way to go would be to bite the bullet and rework those to use size_t.  --  Cinder Roxley Sent with Airmail On December 15, 2016 at 7:03:58 PM, Callum Prentice (Callum) (cal...@lindenlab.com

Re: [opensource-dev] Question about BUG-41029 and 64 bit usage

2016-12-15 Thread Niran
They do, the new ones at least, up to 8gb and possibly more already. But then i think using more than 4gb is currently useless anyway, the Viewer can hardly handle 1992mb (currently tested) for both Texture and Scene memory coming up to a total of roughly 4gb. On top of that if you're talking abou

Re: [opensource-dev] Question about BUG-41029 and 64 bit usage

2016-12-15 Thread Callum Prentice (Callum)
Yep - I saw a lot of memory related texture references too - I don't know if cards these days have more than 4GB of video memory - definitely a possibility soon if not already. On Thu, Dec 15, 2016 at 5:01 PM, Niran wrote: > Funny, i just so happened to stumble across this a few days ago when i

Re: [opensource-dev] Question about BUG-41029 and 64 bit usage

2016-12-15 Thread Niran
Funny, i just so happened to stumble across this a few days ago when i had this mindblowing realization that this might be the cause for the Viewer not properly reporting VRAM over 4gb but i don't happen to have a 4+gb VRAM GPU so i wouldn't be able to test anything i do and ultimately dropped the

[opensource-dev] Question about BUG-41029 and 64 bit usage

2016-12-15 Thread Callum Prentice (Callum)
https://jira.secondlife.com/browse/BUG-41029 I'm taking a look at https://jira.secondlife.com/browse/BUG-41029 and whilst it seems straightforward, it seems to be unraveling into something that touches dozens of files and I wondered if someone had done this work already. There is a lot usage of 3

Re: [opensource-dev] Question about the rendering and how to hide textures selectively

2014-06-12 Thread Marine Kelley
That did the trick ! I replaced "tex" in that method by LLViewerFetchedTexture::sDefaultImagep, and the whole world is untextured (although colored, which I will fix too). Now I "just" have to find out how to differentiate between world surfaces and attachment surfaces, and it will work perfectly.

Re: [opensource-dev] Question about the rendering and how to hide textures selectively

2014-06-12 Thread Marine Kelley
Oh, right, I didn't think of looking into the "Highlight Transparent" feature, thanks ! On 12 June 2014 16:11, Marine Kelley wrote: > Yes I have been looking into them already, but they at best display even > more geometry on top of what's already rendered. I would like not to add > more strain

Re: [opensource-dev] Question about the rendering and how to hide textures selectively

2014-06-12 Thread Marine Kelley
Yes I have been looking into them already, but they at best display even more geometry on top of what's already rendered. I would like not to add more strain on the rendering than there already is. As for the reason, it is to go with the new features I'm adding to the RLV v2.9 (see my blog for deta

Re: [opensource-dev] Question about the rendering and how to hide textures selectively

2014-06-12 Thread Ambrosia
Why not look at parts of the code that get used for fancy displays already? For example the development -> render metadata -> physics(?) dipslay. It removes all in-world textures and shows physics as colors on the objects. I am sure you can find something interesting in that code. --Chalice Yao

Re: [opensource-dev] Question about the rendering and how to hide textures selectively

2014-06-12 Thread Henri Beauchamp
On Thu, 12 Jun 2014 14:33:06 +0200, Marine Kelley wrote: > Hi all, > > I've been looking and doing trial-and-error for hours, and still haven't > found out how to do this : > > I'd like to add a way to the RLV to actually not render the diffuse > textures in world (but still render them on the a

[opensource-dev] Question about the rendering and how to hide textures selectively

2014-06-12 Thread Marine Kelley
Hi all, I've been looking and doing trial-and-error for hours, and still haven't found out how to do this : I'd like to add a way to the RLV to actually not render the diffuse textures in world (but still render them on the avatars and their attachments, and render normal and specular maps in-wor

Re: [opensource-dev] Question about speed of name cache query

2011-10-26 Thread Oz Linden (Scott Lawrence)
On 2011-10-25 9:23, Jonathan Welch wrote: > For my solution to Storm-1653 (Group notices sent by muted residents > are still displayed) I have to call gCacheName->buildLegacyName to get > the AgentID associated with a legacy name. > > It looks like this code may operate asynchronously if there is a

Re: [opensource-dev] Question about speed of name cache query

2011-10-25 Thread Francesco "Sythos" Rabbi
Il giorno 25/ott/2011, alle ore 16:00, Lance Corrimal < lance.corri...@eregion.de> ha scritto: All I know about name caching is this: clear your cache the hard way, by removing everything in the cache folder, then open the info tab of a group with a really high number of members, and your framera

Re: [opensource-dev] Question about speed of name cache query

2011-10-25 Thread Lance Corrimal
All I know about name caching is this: clear your cache the hard way, by removing everything in the cache folder, then open the info tab of a group with a really high number of members, and your framerate will go to hell until all display names have been fetched. Am Dienstag 25 Oktober 2011 s

[opensource-dev] Question about speed of name cache query

2011-10-25 Thread Jonathan Welch
For my solution to Storm-1653 (Group notices sent by muted residents are still displayed) I have to call gCacheName->buildLegacyName to get the AgentID associated with a legacy name. It looks like this code may operate asynchronously if there is a cache miss. In my testing I was always able to ge

Re: [opensource-dev] Question about DD philosophy.

2011-06-19 Thread Argent Stonecutter
On 2011-06-18, at 13:00, Robert Martin wrote: > > one thing that i don't understand is why you can be at 4000 meters in > an untextured skybox and still within seconds get GROUND TEXTURES and > other objects on the sim before the contents of the skybox or > attachments on the client avatar (this

Re: [opensource-dev] Question about DD philosophy.

2011-06-18 Thread Robert Martin
What i would think should happen is 1 a very clear set of controls (a set of sliders with a number input box would be good) 2 a way to control any kind of auto set function (min max and OFF maybe) 3 a very clearly stated wiki page on this function to explain what is going on btw it is a function

Re: [opensource-dev] Question about DD philosophy.

2011-06-18 Thread Lee ponzu
On Thu, Jun 16, 2011 at 2:56 PM, Marine Kelley wrote: > > Besides I like to keep control over my draw distance. I vote for > keeping it manual. > Note that my much over-simplified heuristic (from my much-oversimplified mind 8-) still gives complete control over MAX DD. As for re-requesting al

Re: [opensource-dev] Question about DD philosophy.

2011-06-18 Thread Lee ponzu
I can see the merit of all the objections to automating DD in this and the other thread. I am not trying to be stubborn here. However, the objections have all been "expert power user" in nature, rather than "Faster, Funner, Easier" or whatever mantra was. 1. Certainly, adding a way to disabl

Re: [opensource-dev] Question about DD philosophy.

2011-06-17 Thread Nexii Malthus
Shouldn't 'network render' distance and graphics render distance be seperate kinda for this purpose? I could see graphics render distance auto-tune to FPS, but auto-tune should never touch the network distance controller, as that otherwise could cause havok. (As Marine explains) - Nexii On Thu,

Re: [opensource-dev] Question about DD philosophy.

2011-06-16 Thread Jonathan Welch
At yesterday's meeting with Oz having a FPS auto-tune system was discussed. I am going to try to write up a description of how this could be implemented and once it is fleshed out will post it here for comments. -jonathan ___ Policies and (un)subscribe

Re: [opensource-dev] Question about DD philosophy.

2011-06-16 Thread Marine Kelley
I think (correct me if I'm wrong) that everytime you increase your draw distance, your viewer requests all the prims to rez from the sim... Which means a lot more network traffic if it changes all the time (which would be the case if it were automatic). Besides I like to keep control over my draw

[opensource-dev] Question about DD philosophy.

2011-06-16 Thread Lee ponzu
I have sometimes wondered why this is not more automagic, or maybe why the magic approach doesn't work well enough. Suppose my DD is set to 256. Upon detecting a poor FPS, the viewer could remember the DD, and then reduce it temporarily to 32. As FPS becomes acceptable, it increases it little by

Re: [opensource-dev] question SL tracking data

2011-05-26 Thread Jonathan Welch
See if Preferences->Move & View->Other Devices looks like what you are asking for. > we would need triggers for > 1 Primary Secondary and Tetrary "buttons" > 2 plus and minus translate for each of the X Y Z axis > 3 plus and minus rotate for each of the X Y Z axis > 4 some sort of toggle to swap fr

Re: [opensource-dev] question SL tracking data

2011-05-26 Thread Robert Martin
My thoughts on this revolve around maybe coding the needed "triggers" into the viewer and then require each device to have a map of its controls to what the viewer is expecting. we would need triggers for 1 Primary Secondary and Tetrary "buttons" 2 plus and minus translate for each of the X Y Z ax

Re: [opensource-dev] question SL tracking data

2011-05-26 Thread Jonathan Welch
The relevant block of code for the Space Navigator and related devices seems to be bool LLViewerJoystick::isLikeSpaceNavigator() const { #if LIB_NDOF return (isJoystickInitialized() && (strncmp(mNdofDev->product, "SpaceNavigator", 14) == 0

[opensource-dev] question SL tracking data

2011-05-26 Thread Metaverse TV
Hi all, I wasn't sure where to find an answer to this question, but was pointed to this mailing list. I am looking at a product that is used in virtual environments and animation studios this is somewhat of an alternative to the 3d Space Navigator, I contacted the product devoloper to see if th

[opensource-dev] Question about SL Search API

2010-10-30 Thread Troy McConaghy
Hi, This question is about the SL Search API: Does anyone on this list know how to build an URL to request a search for all Events with Category = Sports? The SL Search API documentation at http://wiki.secondlife.com/wiki/SearchAPIis somewhat useful. For example, I learned I can search for all e

[opensource-dev] question

2010-10-16 Thread Erin Mallory
Why is it 2.0 seems to autodecline inventory for most people if they crash or get logged out before they can accept the inventory? this is really annoying. is there a way to change that somewhere? Im sick of throwing away money and losing gifts because stuff doesn't get delivered.

Re: [opensource-dev] Question about LOD debug setting

2010-10-04 Thread Henri Beauchamp
On Sun, 3 Oct 2010 21:01:00 -0700 (PDT), Ann Otoole wrote: > Whats the jira for this defect you say exists that I have never once observed > despite always using a setting of 4? I don't contribute to the JIRA any more: what's the point when LL marks the issues as "will not finish" or just plain

Re: [opensource-dev] Question about LOD debug setting

2010-10-03 Thread Ann Otoole
ppens. From: Henri Beauchamp To: opensource-dev@lists.secondlife.com Sent: Sun, October 3, 2010 7:46:24 PM Subject: Re: [opensource-dev] Question about LOD debug setting On Sun, 3 Oct 2010 13:37:49 -0400, Ponzu wrote: > I picked up a notecard that says to

Re: [opensource-dev] Question about LOD debug setting

2010-10-03 Thread Henri Beauchamp
On Sun, 3 Oct 2010 13:37:49 -0400, Ponzu wrote: > I picked up a notecard that says to increase RenderVolumeLODFactor to 4. Is > this reasonable, do you think? And if so, why not increase the default a > bit (currently seems to be 1.125 4 is OK for viewer v1.23.5. For Snowglobe (v1 and v2) and v

Re: [opensource-dev] Question about LOD debug setting

2010-10-03 Thread Ann Otoole
measure for people on capped bandwidth plans. The entire concept of impact metrics needs to be revisited and done right IMHO. From: leliel To: opensource-dev Sent: Sun, October 3, 2010 2:54:36 PM Subject: Re: [opensource-dev] Question about LOD debug setting

Re: [opensource-dev] Question about LOD debug setting

2010-10-03 Thread Ponzu
On Sun, Oct 3, 2010 at 2:54 PM, leliel wrote: > > > Unlike increasing your draw distance, this will NOT create lag for > yourself > > This however, is blatantly false. If rendering everything at full > detail all the time didn't cause a drop in frame rate than why would > we even bother with LOD?

Re: [opensource-dev] Question about LOD debug setting

2010-10-03 Thread leliel
On Sun, Oct 3, 2010 at 10:37 AM, Ponzu wrote: > I picked up a notecard that says to increase RenderVolumeLODFactor to 4.  Is > this reasonable, do you think?  And if so, why not increase the default a > bit (currently seems to be 1.125 It is reasonable, the default setting is a bit low. It varies

[opensource-dev] Question about LOD debug setting

2010-10-03 Thread Ponzu
I picked up a notecard that says to increase RenderVolumeLODFactor to 4. Is this reasonable, do you think? And if so, why not increase the default a bit (currently seems to be 1.125 lee ==notecard says=== well, its until they fix this lod problem, its just a workaround. Debugging your LOD set

Re: [opensource-dev] Question about error message

2010-09-27 Thread Aimee Linden
Fix for this is now up for review here https://jira.secondlife.com/browse/STORM-253 Aimee. On 23 Sep 2010, at 19:18, Aimee Linden wrote: > ERK! I thought I'd fixed that ages ago :( > > Replacing all the FrontWindow() calls with > GetFrontWindowOfClass(kAllWindowClasses, true) should do the tr

Re: [opensource-dev] Question about 2.2 beta

2010-09-26 Thread Yoz Grahame
On 26 September 2010 15:31, Boroondas Gupte wrote: > > Maybe the release changelog should have links to mentioned issues? > This one does: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Beta_Viewer/2.2.0 There's a page like that for every beta and final release. -- Yoz __

Re: [opensource-dev] Question about 2.2 beta

2010-09-26 Thread Boroondas Gupte
On 09/27/2010 12:16 AM, Laurent Rathle wrote: > I'm making a video showing the new features in 2.2 beta and I would like > to have some precisions on these two features I don't understand : > > - Group permissions now work via the Snapshot tool. That'd be STORM-115

[opensource-dev] Question about 2.2 beta

2010-09-26 Thread Laurent Rathle
Hello, I'm making a video showing the new features in 2.2 beta and I would like to have some precisions on these two features I don't understand : - Group permissions now work via the Snapshot tool. - Turn off scripted particles and lights. Thank you __

Re: [opensource-dev] Question about error message

2010-09-23 Thread Aimee Linden
ERK! I thought I'd fixed that ages ago :( Replacing all the FrontWindow() calls with GetFrontWindowOfClass(kAllWindowClasses, true) should do the trick, I'll swat it shortly once and for all. Aimee. On 22 Sep 2010, at 02:00, Ponzu wrote: > I get 12 of these messages when I build the latest ..

Re: [opensource-dev] Question about error message

2010-09-21 Thread Brandon Husbands
Should probably be committed to the hg. Maybe a jira on it with your patch? On Tue, Sep 21, 2010 at 8:33 PM, Katharine Berry < kathar...@katharineberry.co.uk> wrote: > That message is both inaccurate and very old (the decision was reversed); > however, the function is still deprecated. > > Simply

Re: [opensource-dev] Question about error message

2010-09-21 Thread Katharine Berry
That message is both inaccurate and very old (the decision was reversed); however, the function is still deprecated. Simply replacing all instances of FrontWindow with FrontNonFloatingWindow worked for me but I don't know if this is actually correct. Something like this: http://github.com/Kath

Re: [opensource-dev] Question about error message

2010-09-21 Thread Brandon Husbands
IIRC This is a heads-up message about the use of the FrontWindow API and compatibility with the next major release of Mac OS X. In the current version of Mac OS X, the menubar is drawn into a window that does not have a corresponding WindowRef. The window is actually created with CoreGraphics wind

[opensource-dev] Question about error message

2010-09-21 Thread Ponzu
I get 12 of these messages when I build the latest ... /Users/elee/Documents/hg/viewer-development/indra/llplugin/slplugin/slplugin.cpp:331:0 /Users/elee/Documents/hg/viewer-development/indra/llplugin/slplugin/slplugin.cpp:331: warning: 'FrontWindow' is deprecated (declared at /Developer/SDKs/MacO

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 ___ Policies and (un)subscribe information available here: h

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 i

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 Con

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

2010-09-19 Thread Brandon Husbands
I think the issue may be with slplugin, though i am not sure yet.. As its starting to be used quite a bit. And every media / external webbased thing loads up a plugin. My Wifes machine at one time had like 23 slplugins running. Who knows how many threads. Ill have to peek atthe code to proove t

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

2010-09-19 Thread Vex Streeter
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

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

2010-09-19 Thread leliel
I have exactly the same problem, except I'm using linux and my ulimit is 1024. When I have http-textures enabled and I teleport the open files hover around 850-950 with the viewer intermittently running out of file descriptors. This causes about 1/3 of the http connections to time out, presumably w

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

2010-09-19 Thread Ponzu
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 R

Re: [opensource-dev] question on settings for the 2.0 built-in browser

2010-04-05 Thread Tayra Dagostino
On Mon, 5 Apr 2010 15:52:21 -0400 Robert Martin wrote: > 1 the BiB is htmlkit/safari correct? webkit > 2 how could a person install plugins to the BiB? not so sure... but try to create a php file ad hoc and see it inside viewer browser, so u can see where is default plugin directory (never tri

Re: [opensource-dev] question on settings for the 2.0 built-in browser

2010-04-05 Thread Brent Tubbs
1 - I'm not 100% sure but I believe that the built in browser in 2.0 uses QtWebKit. 2 - Plugins would be handled at a higher level than just the webkit engine and there isn't currently a way to create or install them. I've never heard of a generic "webkit" plugin. They're specific to your browser

[opensource-dev] question on settings for the 2.0 built-in browser

2010-04-05 Thread Robert Martin
Some of the noise surrounding 2.0 concerns the lack of adblocking and other privacy enhancing things that can be used with the browser. so if somebody could point me to the answers for the following questions that would be "spiffy" 1 the BiB is htmlkit/safari correct? 2 how could a person install

Re: [opensource-dev] Question related with rotation of object

2010-03-17 Thread Rustam Rakhimov
I think i found what I'm seeking thanks to everyone for response, I'll be back soon : 2010/3/18 Rustam Rakhimov > Thanks for response, > > So, I know that what I need saved in Quaternion, but how exactly I can take > these data's from Quaternion, I was trying to use two > functions getEule

Re: [opensource-dev] Question related with rotation of object

2010-03-17 Thread Rustam Rakhimov
Thanks for response, So, I know that what I need saved in Quaternion, but how exactly I can take these data's from Quaternion, I was trying to use two functions getEulerAngles(&r, &p, &y) and getAngleAxis(&angle, &x, &y, &z) but values not that value which is shown in window of properties of objec

Re: [opensource-dev] Question related with rotation of object

2010-03-17 Thread Frans
Uhm, he is asking where it is saved viewer side, and wanting to use setRotation(x,y,z) function of lviewerobject. Looks like to me he is using the viewer source code to develop something. This list is the place to ask, not the scripting list that is about LSL. On Wed, Mar 17, 2010 at 5:00 PM, Open

Re: [opensource-dev] Question related with rotation of object

2010-03-17 Thread Opensource Obscure
On Thu, 18 Mar 2010 00:06:27 +0900, Rustam Rakhimov wrote: [...] > And last question is what does it means jira from your sentence "which jira > is relevant to this?" jira is the SL bug tracker, and this mailing list is devoted to the open source SL development. you may have more luck asking

Re: [opensource-dev] Question related with rotation of object

2010-03-17 Thread Thickbrick Sleaford
On Wednesday 17 March 2010 17:06:27 Rustam Rakhimov wrote: > Reason why I need it, > > I want to know what's rotation has an object, then I can rotate it back, > > But actually I want to calculate rotation of some point in 3D world, so > that's why I decide learn how's rotations are going. There

Re: [opensource-dev] Question related with rotation of object

2010-03-17 Thread Rustam Rakhimov
Reason why I need it, I want to know what's rotation has an object, then I can rotate it back, But actually I want to calculate rotation of some point in 3D world, so that's why I decide learn how's rotations are going. There are a lot of things related with matrix, Quaternion class, LLVector3 cl

Re: [opensource-dev] Question related with rotation of object

2010-03-17 Thread Carlo Wood
Why do you want to know that? What is the patch that you're working on; which jira is relevant to this? On Wed, Mar 17, 2010 at 07:41:18PM +0900, Rustam Rakhimov wrote: > > Hi second live programmerriors (programmers+warriors), > > I have a question related with rotation of object. Where exactly

Re: [opensource-dev] Question related with rotation of object

2010-03-17 Thread Tayra Dagostino
I think in radiant, pi/2=90 degree (as radar) > > Hi second live programmerriors (programmers+warriors), > > I have a question related with rotation of object. Where exactly > rotation parameters are saved in. > > For clarifying my question lets bring some example. I have some cube > object

[opensource-dev] Question related with rotation of object

2010-03-17 Thread Rustam Rakhimov
Hi second live programmerriors (programmers+warriors), I have a question related with rotation of object. Where exactly rotation parameters are saved in. For clarifying my question lets bring some example. I have some cube object, that object has a properties, like position, size(width, height, l

Re: [opensource-dev] Question regarding llSetLinkPimitiveParamsFast() function in 1.38.0

2010-03-08 Thread Lear Cale
It's generally a bad idea to change behavior dramatically, and much safer to add a new function. Dramatic changes in behavior cause new bugs, or cause old but insignificant bugs to become significant. New functions don't. On Sun, Mar 7, 2010 at 9:39 AM, Obsidian Kindragon wrote: > Hi all, > >

Re: [opensource-dev] Question regarding llSetLinkPimitiveParamsFast() function in 1.38.0

2010-03-07 Thread Soft Linden
On Sun, Mar 7, 2010 at 6:58 AM, Michael Schlenker wrote: > > Am 07.03.2010 um 15:39 schrieb Obsidian Kindragon: > >> Hi all, >> >> I've a quick question regarding the new llSetLinkPimitiveParamsFast() >> function in 1.38.0. Why did LL opt for a new function instead of just >> removing the delay fr

Re: [opensource-dev] Question regarding llSetLinkPimitiveParamsFast()function in 1.38.0

2010-03-07 Thread Marine Kelley
pile the script(s) >> >> GCI >> >> >> - Original Message - >> From: "Obsidian Kindragon" >> To: >> Sent: Sunday, March 07, 2010 3:39 PM >> Subject: [opensource-dev] Question regarding >> llSetLinkPimitiveParamsFast()function

Re: [opensource-dev] Question regarding llSetLinkPimitiveParamsFast()function in 1.38.0

2010-03-07 Thread JB Hancroft
ragon" > To: > Sent: Sunday, March 07, 2010 3:39 PM > Subject: [opensource-dev] Question regarding > llSetLinkPimitiveParamsFast()function in 1.38.0 > > > > Hi all, > > > > I've a quick question regarding the new llSetLinkPimitiveParamsFast() >

Re: [opensource-dev] Question regarding llSetLinkPimitiveParamsFast()function in 1.38.0

2010-03-07 Thread Garmin Kawaguichi
I suppose that's just because the LSO code has changed and there are thousands objects no modify having the creator out of SL : not possible to compile the script(s) GCI - Original Message - From: "Obsidian Kindragon" To: Sent: Sunday, March 07, 2010 3:39 PM Subject:

Re: [opensource-dev] Question regarding llSetLinkPimitiveParamsFast() function in 1.38.0

2010-03-07 Thread Argent Stonecutter
On 2010-03-07, at 08:39, Obsidian Kindragon wrote: > I've a quick question regarding the new llSetLinkPimitiveParamsFast() > function in 1.38.0. Why did LL opt for a new function instead of just > removing the delay from the current llSetLinkPrimitiveParams() > function? Because code that curren

Re: [opensource-dev] Question regarding llSetLinkPimitiveParamsFast() function in 1.38.0

2010-03-07 Thread Michael Schlenker
Am 07.03.2010 um 15:39 schrieb Obsidian Kindragon: > Hi all, > > I've a quick question regarding the new llSetLinkPimitiveParamsFast() > function in 1.38.0. Why did LL opt for a new function instead of just > removing the delay from the current llSetLinkPrimitiveParams() function? > I can't c

[opensource-dev] Question regarding llSetLinkPimitiveParamsFast() function in 1.38.0

2010-03-07 Thread Obsidian Kindragon
Hi all, I've a quick question regarding the new llSetLinkPimitiveParamsFast() function in 1.38.0. Why did LL opt for a new function instead of just removing the delay from the current llSetLinkPrimitiveParams() function? I can't conceive any case where removing the delay from the current funct

Re: [opensource-dev] question on SL/SG 2.0 avatar backend

2010-02-23 Thread Nyx Linden
I believe you're referring to avatar_lad.xml, which is stored in the character subdirectory of your client's install directory. If you have any specific questions on it, please let me know! -Nyx Robert Martin wrote: > ive been trying to get somebody to code an editor for SL clothing and > one

[opensource-dev] question on SL/SG 2.0 avatar backend

2010-02-23 Thread Robert Martin
ive been trying to get somebody to code an editor for SL clothing and one of the things ive found is a file deep somewhere in the tree that has the parameters of the avatar in a nice neat list. The question is since i seem to have dumped the original could somebody remind me where this file is in t