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arabellajones

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About arabellajones

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  1. arabellajones

    Looking for documentation: "Color under Cursor"

    Short answer: I am not a programmer. And when this debug function got put into the Firestorm Quick Preferences, nobody bothered to explain what this "alpha" value was for. Alpha channels can be used for other purposes than transparency, but nobody seems to know what it does here. It doesn't look all that difficult to make a duplicate of the function (is that what you call them) that is switched on by Quick Preferences and only returns the RGB data. But what do I know? I'm only a user.
  2. arabellajones

    Looking for documentation: "Color under Cursor"

    It's how it goes from "Each component is clamped to the range [0,1]" to the displayed range that looks careless, and that doesn't get mentioned in any way I can understand. I'm guessing "llformat" is involved, and the "%d". And that's the detail that is totally missing from the Firestorm documentation. You can argue that GL_UNSIGNED_BYTE implies a 0-255 range, but nobody bothers to tell us. Likewise over what "alpha" means in this context. It's used in the ALM/materials settings for a different purpose than transparency, and that is defined. Transparency makes no sense for screen pixels, we're guessing that it's meaningless. My brain hasn't quite exploded yet over that OpenGL wiki page. It's very inclusive, but details are there. I wouldn't call it user-level documentation, but it is documentation.
  3. arabellajones

    Looking for documentation: "Color under Cursor"

    Sure, it's there for testing, but nobody can point to any documentation. What the numbers even mean isn't clear, the first three are likely RGB, but the fourth? I see lot of different guesses. The alpha? That doesn't make sense, because how an a screen pixel be transparent? Yes, of course it's affected by lighting, but even on flat planes with unvarying textures there can be huge variations between adjacent pixels, with no visual difference. I think that can be fairly called unreliable. And if it was written as temporary code over a decade ago... I suppose there might be comments in the code. It would be silly if there were not. Has anyone looked? I suppose I could download the source, but that's an alien language to me, which happens to be written in a character set I recognise. I have tried to find if there is some obscure standard for representing colour with four numbers, which includes RGB. Yes, you do have CMYK in printing, it's a subtractive colour system, and the "K" is black ink. It's used because it is far closer to black than a mix of cyan, magenta, and yellow inks can be. If some of you guys working on the actual viewer software are using it, and know what the numbers mean, OK. If you don't know what the numbers mean, what do you get out of it? And if you can't be arsed to document it, why the hell did you put it in that easily-accessible Quick Preferences window for Firestorm? (Yeah, I am picky about documentation. And I do know programmers who can do it.)
  4. arabellajones

    Looking for documentation: "Color under Cursor"

    What part of "unreliable, undocumented, unmaintained hack" are you guys struggling to understand?
  5. arabellajones

    Looking for documentation: "Color under Cursor"

    What I am getting from all this is that "Color under Cursor" is an unreliable, undocumented, unmaintained, hack. If I want to find out what colour is used in something, such as for matching a skin tone, I'd do better to take an in-world picture, save it to my hard drive, and check that image.
  6. arabellajones

    Looking for documentation: "Color under Cursor"

    So the official viewer has a quick preferences window? I somehow doubt that's in the ancient Linux version they fob us off with.
  7. arabellajones

    Looking for documentation: "Color under Cursor"

    So the Firestorm developers decided to make it easily accessible for the users without any documentation.... I am not surprised. The latest version of Firestorm, the animesh beta, is misbehaving on Linux. Other viewers on the same version of Linux are not, and (I had to ask somebody to check it) the Win 10 version of animesh Firestorm is OK.. And JIRA as a bug-reporting tool is about as user-friendly as a rabid honey badger with a hangover.
  8. Yep, very standard stuff. It's an explicit file format in Kerbal Space Program, but all the textures are already on your hard drive. Looks like the way I've been thinking of textures, just big enough for a 1-to-1 mapping of texture pixels to screen pixels, which is not the same as LOD switching. But that means some of those 1024 textures will never get used at the full size.
  9. Thanks for the sources on that. It's pretty much what I try to do, though there are elements of SL which seem poorly documented. I'm pretty sure that some sort of mip-map system has been used, different sized textures sent to the viewer for objects at different distances, but where is it described? Your example points up one reason, I'm not using the right bit of jargon, but the only evidence I have is what happens when downloads are sluggish, and | see the low-res texture switch to a higher resolution. And how does it relate to how LOD works on the mesh? Yeah, lower texel density on such things as the underside of a vehicle is a good move. For mesh, you have to start with the UV mapping. I can think of a couple of projects I have where that could be done.
  10. Oh, accidents happen. I've uploaded textures with an alpha channel that wasn't needed. But there's that old saying in Chicago. Once is happenstance, twice is coincidence, but three times...
  11. I wanted to check what the four numbers are which are shown by the "Color under Cursor" function. The first three are RGB values. and all the third-party sources I can find say the fourth is an Alpha value, but when I made a box, with no transparency, completely opaque, default blank texture, the fourth component was reported as "65". I can't see that making sense. Part of the problem I am having is that, while every answer coming up from a Google Search shows the Alpha value answer, nothing comes up from Linden Lab. I've not found anything pointing to the Wiki, or anything else that could be called a reliable source. The LSL code for a color vector uses a float, range 0-1.000, other methods use 0-255 or the hexadecimal equivalent, but is this 1-100 or 0-100 or 0-99 or 1-99? And then I am looking in the viewer, and the values go weird, apparently inverted. A dark blue has RGB values over 200, pale colours have low values. Oh, and I checked. It's not behaving like an HSV set. Since I use Linux, there doesn't seem any point in submitting a JIRA, there isn't any supported viewer, some jobsworth will just close it with a "not our problem, guvnor". But where is the documentation? Have we just been using a piece of buggy code for all these years and nobody has noticed? Have we all been passing around knowledge from the Viewer 1 era, and never noticed?
  12. One thing has been confusing me. I use The GIMP for graphics creation and editing, and that uses "Linear" and "Cubic" to label the interpolation methods used when scaling an image. I had to do a bit of digging to find out whether they were the same as "bilinear" and "bicubic" (This is why I get so picky about multiple labels for the same thing—"download weight" or "streaming weight", guys?). The reason for the apparent sharpness is that the bilinear interpolation adds an artefact that is similar to what an edge-enhancement filter does. Problem 1: What happens when multiple texture pixels are contributing to the same screen pixel? A 1024 texture is tall enough to fill your viewer display vertically. Some objects use the UV mapping to put several views of an object onto one texture. I did that with an ISO shipping container, which means each side is using a 256-pixel high block, but how often do you see it from close enough for that to matter? This can also be where anti-aliasing comes into play, which is a sort of blurring. But the precise vertical lines in text don't need to be blurred to avoid the step patterns you get on diagonals and curves. So what do you do? And does it matter if you scale the image before or after doing anti-aliasing Problem 2: Different parts of the image respond differently to the same tool: some can look worse and some can look better. This is one reason to use layers. It's fairly easy to anti-alias a layer carrying text, but not the rest of the image, but it gets more complicated if you were to want to use different forms of interpolation for scaling the image. Also, scaling the whole image, still split into layers, can be less than ideal. Problem 3: Sometimes you just have to try the alternatives, and see what works best. At least I can use the Local Textures option in Firestorm, because the Viewer and the nature of the object can have an effect on it all. As with a mesh and the smoothing, I am not sure there is any way you can reliably see what happens without using a Viewer. Truth be told, there are huge numbers of textures being used in Second Life which don't need to be 1024 pixels across. How close do you have to be for somebody's eye to be that many screen pixels? Most of the time I work on a texture at 2048 size, and scale it down to a 512 for upload and use. And why do people still leave an alpha channel in? Yes, there are reasons to use an alpha channel in a specular or normal map, but in a diffuse map, set to 100% opaque for the whole image, it's just a huge lump of unused data.
  13. What on earth are you Lindens doing? Over five hours shift in the timing of this "scheduled maintenance". I'm in Europe. I was asleep. I'm not your only customer running on those times. But this is your own clock on the wall you're using.
  14. arabellajones

    Second Life - Avatar Complexity

    Oh yes it is. And the debug trick is one for people who really know what they're doing. Why doesn't the slider allow direct numeric entry, like all the others do?
  15. arabellajones

    Second Life - Avatar Complexity

    I have very mixed feelings about this. First my usual, all-mesh, hair body, clothes, and tail has a complexity/displayweight of under 10k Second, I usually run my viewer with a limit of 100k, and very few people go above 150k But the UI for complexity setting sucks big-time.The maximum value that can be set is somewhere just over 350k, above that the only uption is "Unlimited", and an extra couple of big steps could be worthwhile. If the last three steps were 350k, 700k, and 1100k, that would still shut the door against the ultra-complexity griefer tools, while allowing a handful of extreme avatars. On what I see, Complexity is the only one controlled by a slider without a direct numeric input. Incidentally, the size of the steps, masked by the slider, is bizarre. It's not measured to 2 or 3 significant figures. It's not jumping from 10,000 to 11,000 but from something such a 9768 to 10732. (Those aren't real numbers, but that's the style.).That's meaningless precision.
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