Chat log from the meeting on 2025-06-24

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[11:05 AM] Andrew Hellershanks: Hello, everyone.
[11:05 AM] Gavin.Hird @grid.xmir.org:8002: Hi Andrew
[11:05 AM] Ubit Umarov: hi
[11:05 AM] Andrew Hellershanks: I was delayed by a couple of household chores and a cat.
[11:05 AM] Andrew Hellershanks: I currently have one standing on my lap.
[11:06 AM] Gavin.Hird @grid.xmir.org:8002: :-)
[11:06 AM] Ubit Umarov: bye a scanner.. mien is sleeping on mine
[11:07 AM] Ubit Umarov: ofc that did nto work with fiusa.. she did want lap also :)
[11:07 AM] Ubit Umarov: well.. code changes.. yes.. there where some
[11:08 AM] Andrew Hellershanks: I have stuff piled on top of my scanner. No room for a cat. :)
[11:08 AM] Ubit Umarov: the pimmesher.dll used on map, beening almost like Dalhias github where not visible
[11:09 AM] Ubit Umarov: so i decided to merge that into our fork of libopenmetaverse
[11:09 AM] Ubit Umarov: then made several changes like changing its Coord adn Quat to libomv Vector3 and quaternion
[11:09 AM] Ubit Umarov: etc
[11:10 AM] Ubit Umarov: of them made several "cosmetic" changes
[11:10 AM] Ubit Umarov: that also extended to decoder of sl mesh asset that is on another part of libomv
[11:11 AM] Ubit Umarov: them updated CSJ2K for the very old 0.9.x to very modern 3.0
[11:11 AM] Ubit Umarov: to findout that most changes are pure useless
[11:11 AM] Ubit Umarov: in fact broken
[11:11 AM] Gavin.Hird @grid.xmir.org:8002: oh?
[11:12 AM] Ubit Umarov: so removed a lot of that garbage and appled bac fixes from lkalif anf hurlima
[11:12 AM] Ubit Umarov: hurliman
[11:12 AM] Ubit Umarov: and ofc changed even more
[11:12 AM] Ubit Umarov: :)
[11:13 AM] Ubit Umarov: tried to make the use of k2k discard level to work..
[11:13 AM] Gavin.Hird @grid.xmir.org:8002: I see you had fun
[11:13 AM] Ubit Umarov: completly broken on that
[11:13 AM] Gavin.Hird @grid.xmir.org:8002: but now everything works?
[11:13 AM] Ubit Umarov: of then went to break warp3d map
[11:14 AM] Ubit Umarov: making use of discard levels
[11:14 AM] Ubit Umarov: so we do not decode a 1024 tex to then scale down to 256px
[11:14 AM] Ubit Umarov: now it is only decoded to 256px directly
[11:15 AM] Vincent.Sylvester @hg.zetaworlds.com: I should run some tests how performance changed on that on some of the heavy regions I have
[11:15 AM] Ubit Umarov: that is one of the few advantages og jpeg2000
[11:16 AM] Ubit Umarov: of made changes on sculptmaps ( part of that primmesher
[11:16 AM] Ubit Umarov: sculpts with alpha where not showing on map
[11:17 AM] Ubit Umarov: if you look to map, you can now see those ugly pink steps south of us
[11:17 AM] Gavin.Hird @grid.xmir.org:8002: like sculpted trees you mean?
[11:18 AM] Jagga.Meridith @hg.zetaworlds.com: ow
[11:18 AM] Lyr.Lobo @vharmonyarts.com:8002: Hello *smiles*
[11:18 AM] Ubit Umarov: many did work.. but soem creators add alpha to hide the map
[11:18 AM] Ubit Umarov: and that was not working
[11:18 AM] Ubit Umarov: moslty bc we use Bitmap so scale now
[11:19 AM] Ubit Umarov: so.. that cleared all RGB also :)
[11:19 AM] Ubit Umarov: wel i made CSJ"K to also skip alpha channel on demand
[11:19 AM] Vincent.Sylvester @hg.zetaworlds.com: Sounds like more memory
[11:19 AM] Ubit Umarov: csj2k even
[11:20 AM] Ubit Umarov: so it returns a 24bpprgb bitmap for those
[11:20 AM] Ubit Umarov: i plan to totally remove bitmap from sculpts
[11:21 AM] Ubit Umarov: in fact from the all map generator
[11:21 AM] Ubit Umarov: except convertion to png and similar
[11:21 AM] Ubit Umarov: but not today :)
[11:21 AM] Ubit Umarov: for nwo csj2k does return bitmap
[11:22 AM] Ubit Umarov: i removed the crap new broken format they added
[11:22 AM] Vincent.Sylvester @hg.zetaworlds.com: Can merge that along with the map rendering changes I still have to contribute
[11:22 AM] Vincent.Sylvester @hg.zetaworlds.com: Might as well break it all at once :)
[11:23 AM] Andrew Hellershanks: :)
[11:23 AM] Ubit Umarov: well that was it, mostly :)
[11:24 AM] Andrew Hellershanks: That was a lot for one week.
[11:25 AM] Vincent.Sylvester @hg.zetaworlds.com: No wonder it was so warm, Ubit overheated :)
[11:25 AM] Andrew Hellershanks: hehe
[11:29 AM] Andrew Hellershanks: ANy other news for today?
[11:30 AM] Gavin.Hird @grid.xmir.org:8002: not from me. been very busy RL the last 14 days
[11:31 AM] Andrew Hellershanks: I know what you mean, Gavin. I have a work project that needs to be done asap. It has taken a lot of my time. Almost done with it so I'll have time to get back to other things soon.
[11:32 AM] Ubit Umarov: assuming cat lets you
[11:32 AM] Andrew Hellershanks: :) yes, there is that.
[11:32 AM] Gavin.Hird @grid.xmir.org:8002: In July the rain usually is pissing down the whole month, so time to be indoors
[11:32 AM] Ubit Umarov: rest of year is ice :)
[11:32 AM] Gavin.Hird @grid.xmir.org:8002: not were I am
[11:33 AM] Gavin.Hird @grid.xmir.org:8002: we had snow cover 5 days this winter
[11:33 AM] Ubit Umarov: :)
[11:33 AM] Vincent.Sylvester @hg.zetaworlds.com: You know the climate is messed up when we had more snow down here, yikes
[11:33 AM] Gavin.Hird @grid.xmir.org:8002: in the UK?
[11:34 AM] Vincent.Sylvester @hg.zetaworlds.com: Germany
[11:34 AM] Andrew Hellershanks: I'm at the end of a 3 day heat wave. Feels like 43C outside today.
[11:34 AM] Gavin.Hird @grid.xmir.org:8002: that is normal
[11:34 AM] Gavin.Hird @grid.xmir.org:8002: we have the Gulf current gracing our coast, so it is very mild for the lattitude
[11:34 AM] Gavin.Hird @grid.xmir.org:8002: inland they have snow
[11:35 AM] Andrew Hellershanks: While logging in to here I saw mention of a new version of 7.1.13 Firestorm. Has anyone tried it yet?
[11:36 AM] Ubit Umarov: trum my decide to add tarifs to the golf of america current
[11:36 AM] Gavin.Hird @grid.xmir.org:8002: Gulf
[11:36 AM] Ubit Umarov: ofc no idea where that gulf is
[11:36 AM] Vincent.Sylvester @hg.zetaworlds.com: Seems to be the texture decoding has gotten worse in these versions whenever avatars loading in seeing long frame times, something being looked into though
[11:36 AM] Gavin.Hird @grid.xmir.org:8002: :-))
[11:36 AM] Ubit Umarov: well yeah byt he also likes golf :)
[11:36 AM] Gavin.Hird @grid.xmir.org:8002: he has it framed in his golden office
[11:37 AM] Ubit Umarov: well my code changes have nothing to do with avatars
[11:37 AM] Ubit Umarov: well and that is viewer side :)
[11:38 AM] Ubit Umarov: ofc now many may be using 2k textures
[11:38 AM] Gavin.Hird @grid.xmir.org:8002: lots of them
[11:38 AM] Ubit Umarov: oen needs to see your hair well
[11:38 AM] Gavin.Hird @grid.xmir.org:8002: or the gemstone on your ring
[11:39 AM] Ubit Umarov: yeap
[11:39 AM] Gavin.Hird @grid.xmir.org:8002: one very blingy pixel
[11:39 AM] Ubit Umarov: yr hair should be 2k alpha only tex
[11:41 AM] Gavin.Hird @grid.xmir.org:8002: like the fiber mesh beard I made once with tens of thousands of strands textured each with 2k textures
[11:41 AM] Gavin.Hird @grid.xmir.org:8002: lags so much your head can barely move, hehe
[11:42 AM] Lyr.Lobo @vharmonyarts.com:8002: /me smiles
[11:45 AM] Ubit Umarov: on those j2k changes ofc i did look to our openjpeg
[11:45 AM] Ubit Umarov: that should be faster..
[11:45 AM] Ubit Umarov: but ofc needs to be compiled on every target platform
[11:46 AM] Ubit Umarov: and the code is unreadable :)
[11:46 AM] Joe Magarac: Oh, has OpenJPEG improved?
[11:46 AM] Ubit Umarov: no i mean our fork of it
[11:46 AM] Joe Magarac: OK.
[11:47 AM] Ubit Umarov: like try to make use id discard level on it also
[11:47 AM] Gavin.Hird @grid.xmir.org:8002: why is it unreadable?
[11:47 AM] Ubit Umarov: csj2k code not only is C# but also C# that is direct conversion from java
[11:48 AM] Ubit Umarov: var names with 3 letters at most :)
[11:48 AM] Ubit Umarov: and big savings on \n packing a lot of code per line
[11:48 AM] Ubit Umarov: typical old C :)
[11:49 AM] Ubit Umarov: variable names sizes have big impact on performance
[11:49 AM] Ubit Umarov: .. during compilation :P
[11:49 AM] Joe Magarac: Right.
[11:50 AM] Joe Magarac: Where does the simulator side use discard level in JPEGs?
[11:50 AM] Joe Magarac: That's mostly a viewer thing.
[11:50 AM] Ubit Umarov: i added that use
[11:51 AM] Gavin.Hird @grid.xmir.org:8002: it does if you use tape to store the result of each compiler pass I guess
[11:51 AM] Ubit Umarov: why decode to 1024px when we wat 256 ?
[11:51 AM] Ubit Umarov: mostly on map
[11:51 AM] Joe Magarac: Other than scuplts, what does the simulator use JPEGs for?
[11:51 AM] Ubit Umarov: map
[11:51 AM] Joe Magarac: Oh, right.
[11:54 AM] Cuga.Rajal @rajal.org:9000: Would you say trunk is stable now or still working on adjustments with the new code?
[11:54 AM] Ubit Umarov: trunk stable?? since when ??
[11:54 AM] Ubit Umarov: :p
[11:54 AM] Andrew Hellershanks: :)
[11:54 AM] Ubit Umarov: well seems as we chat, it is working
[11:54 AM] Ubit Umarov: we are on it
[11:55 AM] Ubit Umarov: osg did a release in middle of that.. ofc with a bug on ubode sculpts.. oops
[11:55 AM] Ubit Umarov: was replaced already
[11:56 AM] Lyr.Lobo @vharmonyarts.com:8002: /me grins and nods
[11:57 AM] Ubit Umarov: wel we don't do ll trees on map.. if you asked that gavin.Hird
[11:58 AM] Cuga.Rajal @rajal.org:9000: Does ubODE unmanaged lib need to be rebuilt?
[11:58 AM] Gavin.Hird @grid.xmir.org:8002: sort of, but there are other sculpted trees around too still
[11:58 AM] Ubit Umarov: kinda of a pain to add that procedural tree generator
[11:58 AM] Gavin.Hird @grid.xmir.org:8002: I can see that
[11:58 AM] Ubit Umarov: no cuga.Rajal
[11:58 AM] Ubit Umarov: changes where on managed code
[11:58 AM] Gavin.Hird @grid.xmir.org:8002: not that I want them, because it would obscure everything else on the map
[11:59 AM] Ubit Umarov: well guess not many use them
[11:59 AM] Ubit Umarov: they should be a lot better
[11:59 AM] Ubit Umarov: but ll likes the Mesh $$$
[11:59 AM] Gavin.Hird @grid.xmir.org:8002: indeed
[12:00 PM] Ubit Umarov: one tree is 25 UDP bytes to send ( plus textures mostly on viewers native caches )
[12:00 PM] Ubit Umarov: same from grass
[12:00 PM] Joe Magarac: Gotta go, next meeting
[12:01 PM] Andrew Hellershanks: ok, Joe. Thanks for dropping by.
[12:01 PM] Gavin.Hird @grid.xmir.org:8002: very light weight compared to a mesh tree or even sculpt tree
[12:01 PM] Ubit Umarov: one day he will type after log out :p
[12:01 PM] Ubit Umarov: .. will type bye.. :)
[12:02 PM] Ubit Umarov: ofc viewers do need to render them..
[12:02 PM] Andrew Hellershanks: Any last minute items for today?
[12:02 PM] Ubit Umarov: generate the meshes etc
[12:03 PM] Ubit Umarov: but vegetation is a important part of many regions
[12:03 PM] Lyr.Lobo @vharmonyarts.com:8002: Thank you all for your support! Have a great week!
[12:03 PM] Lyr.Lobo @vharmonyarts.com:8002: Thanks, Ubit.
[12:03 PM] Lyr.Lobo @vharmonyarts.com:8002: /me grins
[12:03 PM] Ubit Umarov: :)
[12:03 PM] Andrew Hellershanks: Bye, Lyr.
[12:04 PM] Gavin.Hird @grid.xmir.org:8002: would be boring without vegetation unless you have a Mars themed region
[12:04 PM] Andrew Hellershanks: hehe
[12:04 PM] Andrew Hellershanks: Or desert area
[12:04 PM] Ubit Umarov: wel or artic
[12:05 PM] Gavin.Hird @grid.xmir.org:8002: or endless snow
[12:05 PM] Ubit Umarov: desrts have oasis
[12:05 PM] Gavin.Hird @grid.xmir.org:8002: endless ocean for that sake
[12:06 PM] Ubit Umarov: well impressive the vegetation some games now have
[12:06 PM] Gavin.Hird @grid.xmir.org:8002: yes, but they support instantiation
[12:06 PM] Ubit Umarov: hi dino
[12:07 PM] Cuga.Rajal @rajal.org:9000: I need to head out. Have a great week everyone
[12:07 PM] Gavin.Hird @grid.xmir.org:8002: so the rendering load is comparatively lower
[12:07 PM] Jagga.Meridith @hg.zetaworlds.com: ow
[12:07 PM] Andrew Hellershanks: Bye, Cuga.
[12:08 PM] Ubit Umarov: ok rl calls
[12:08 PM] Gavin.Hird @grid.xmir.org:8002: for me too
[12:08 PM] Gavin.Hird @grid.xmir.org:8002: have a great week all
[12:08 PM] Andrew Hellershanks: We are just past the hour and as people are leaving I will draw this meeting to a close.
[12:08 PM] Ubit Umarov: see you all next week if not before :)
[12:08 PM] Andrew Hellershanks: Thank you all for coming. See you again next week.
[12:08 PM] Gavin.Hird @grid.xmir.org:8002: cheers
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