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PromisingBoy

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  1. Baloo Uriza wrote: lupopa Grau wrote: It is time that Linden labs follow the standard Linux Systems ... IIRC, there's nothing stopping you from compiling amd64 binaries instead of using the i686 binaries provided. Keep in mind that Linux supports some 30-odd architectures, it's not all about amd64. whilst technically correct, the statement misses the point. Namely that the majority of linux systems built these days are x86_64 and should be supported by LL. The 32 bit binary will run with compatibility libs, but media won't play, and the viewer crashes when the memory usage exceeds 3GB. Another area that might need to be modernised is the use of the sound system. Currently the viewer doesn't share sound resources with other applications.
  2. thanks for your hints. I have been experimenting, and while not completely down to the bottom of this, I can share some of my findings for future reference: Window manager compositing should be switched off. Without it, the frame rate drop will be later and less severe. The effect seems to be tied to exhausting the video memory (which can be monitored via nvidia-smi). SL Viewer is more conservative with video memory and much less affected by the issue as soon as compositing is switched off. (I may be mistaken, but it appears that the same graphics settings in the preferences dialog have a different effect in both viewers.) When it happens in firestorm (usually in sims with lots of textures and avatars) I switch off atmospheric shaders and frame rates will be fine.
  3. HI, I'm still having this problem of frame rates collapsing after a while. It is quite possibly related to the graphics subsystem as a whole and not the viewers as such. However, the only known (to me) way to trigger it is via the SL viewers. Hardware: core i7 860, Palit GTX 560 Ti with 1GB video RAM, 8 GB system RAM Software: Slackware 64 current (with 32 bit support and libraries), Kernel 3.3.1-ck1, Xorg 1.9.5, nvidia driver 295.33, Twinview When the problem hits the frame rate drops from over 20 to under 3, getting progressively worse and affecting the whole desktop (not just SL). I can "reset" it by toggling window manager compositing. But after a short while the problem returns. It occurs with every viewer I've tried (SL, firestorm, last 6 versions) and all driver and kernel versions I've tried. With or without twinview or full screen. gpu temperature appears normal. cpu scheduling is healthy. The figures in CTRL-SHIFT-1 appear sane to me (just slow). Relaxing the rendering settings (shaders, avatars, textures etc.) helps to push the boundary, but eventually the problem will always hit. If this rings a bell with someone, please let me know. ;) Or can you suggest how I can investigate further? If I find a reliable trigger I can give nvidia support something to go by. Thanks.
  4. Thanks Morgaine, I'm a great supporter of open source and very familiar with the Gimp and Audacity. I will give Blender a try when I get round to it. I must admit I have not looked into it in the past simply because of the steep learning curve and the lack of any real need. In the meantime I will take all the other feedback into account how to get along with Photoshop or (in my case) Gimp.
  5. Thanks for the explanation. I now understand that a significant investment (in terms of both, money and time) into 3D modelling tools is required.
  6. > Linden Lab Official 3.2.4 5.3 FPS > Firestorm Official V3,2,1 10.5 FPS > Phoenix 1.6 (with MESH) 16.0 FPS > Firestorm Beta V2,,,,, 19.3 FPS I'm so surprised about these figures since i'm currently troubleshooting why my firestorm is slower than my SL viewer. These aren't scientific measurements, but SL viewer 3.2.8 gives me the expected 20 fps range (say, between 12 and 40). Firestorm 3.3.0 seems to give me similar frame rates, maybe a few frames less, but after a while drops down lower and lower until I have to relog. Which is unfortunate because firestorm is richer in functions and partly with more efficient user interaction. Switching off shadows (or other eye candy) seems to help, but seriously, whithout them it's no fun. Workstation runs an i7 @ 3500, 8 GB RAM, GTX 560Ti, nvidia binary driver 295.20 for Linux 64 bit, 4x AA, 1920x1080. I am already crippling my desktop when running SL (ie. switching off TwinView and the compositing window manager) in order to improve frame rates. edit: not sure if it's relevant, but the biggest bottleneck is my slow DSL connection which offers 768 kbit downlink / 128 kbit uplink, and typically 300 ms pings.
  7. I want to create simple messages to have fun with my friends, liek "I <heart symbol> <friend>" or "<friend> for president" or whatever I want to whip up on short notice. The other comments are fair, I can move the text to a less distorted area which in the case of the front of a t-shirt is the belly area. Only this is not where you put the writing in RL.
  8. I am aware of image processing software and UV templates. I just don't see how I can realistically distort a flat surface (like a text layer in Gimp) onto the UV map so that it becomes readable inworld.
  9. Hi, forgive me for asking all these newb questions but i couldn't find the answer. I tried to put some words on a t-shirt to have fun with my friends. So I created a text layer on the upper body texture of the tee. However, inworld it gets pretty much distorted on the body due to the nonlinear mapping of the texture onto the body. It's readable but it looks poor. How do the profs do it? Thanks. ;)
  10. ok, thanks, but being a newbie i'll try to do the simple things first. everything else i have to buy.
  11. That's precisely what I've done last night. I went on Aditi, created a skin using Robin Sojourner's UV templates, and created an alpha mask based on that. The result was much better than previous attempts with the Linden UV templates. I think I learned a lot about the creation of clothing and that alone made it worthwile. What I didn't succeed with was the ultimate goal of fitting sculpted feet to my avatar. The result just isn't good enough. Even if it was I now realize that I lose the mobility of the feet using this approach, so the whole concept of using prim work for sculpted feet is questionable. Anyway, kudos to both of you.
  12. OK, I need to check out the temporary textures in Firestorm. So far I spent L$30 but I'm finally getting somewhere. What's an Aditi grid? I'm a convinced Gimp user, btw. Free and legal to use.
  13. Hi, thanks for all those pointers. I created a TGA as per instructions, uoloaded it and created an alpha mask with the new texture. I had some issues but I think it worked in the end, only the texture gave me the wrong results. So I'll keep trying. Btw, is it correct that only the alpha mask of the TGA is relevant, ie. the actual bitmap doesn't matter?
  14. Hi, i sort of need an alpha mask that masks only the lower part of the feet (say, up to the knuckle). Does that readily exist ingame, or how hard is it to make for a newbie? When I create a mask from the appearance menu it asks for a texture, so obviously the difficulty is in producing the right texture... Thx
  15. Thanks Rolig. Excellent stuff. I had started doing the same thing manually this afternoon (unlinking an object and trying to find all prims, changing their dimensions to 0.012 m if they were smaller). I will definitely investigate the script based solutions next.
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