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Drakeo

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  1. If you do not understand pthread and fast math was part of the compiler moved into GLIBC no longer part of the compiler in clang or GCC. What are you missing. What don't you get
  2. Do you ever read the cmake or not. wake up.
  3. There is no reason why they say you need to recompile boost if 9.4.0 gcc or higher. # if (CMAKE_CXX_COMPILER_VERSION VERSION_GREATER_EQUAL 10.0.0 ) # message( FATAL_ERROR "GCC greater 9.4.0 is not supported. Recompile boost for support of GCC 10.0.0 and up." ) # endif() gcc (GCC) 11.2.0 GLIBC 2.33 clang version 13.0.0 builds fine. hey what do I know. FS 6.5.2 dev builds is it stable that's Up to NickyD there biggest problems are building the libraries with default GLIBC settings. we need for the older GLIBC 2.23 to 2.28 "-g -fPIC -lm -pthread -fno-finite-math-only" this turns off the default fast math that causes issues with newer GLBC linux systems. I hope this helps the FS team. I am sure Henry knows it already?
  4. Please make sure if using 64 bit that you are using the debug FS wine set to true. unless NickyD updated to 64 bit voice. I haven't looked. they always stuffed the 32bit SLvoice.exe wine in it. so this means you must install wine 64 bit and 32 bit. So b4 you say they do not work in Linux viewers you may need to look around been maintaining Linux build since 2011 my voice works on 64 bit Linux. All distros that have wine 64 bit installed. For firestorm you need 32 and 64 bit. I created this 3p package build a long time ago. for 64 bit wine voice kokua borrowed it and made it work for them. I use it when building FS for my repo. I have no need for 32bit libraries so back in 2015 started using the wine64 bit build. you can find my builds of the FS and SL and Little-penguin viewers on my bit bucket. they are up to date with SL except for FS I only build it when they release. I do build it with some of my libraries and custom builds for modern cpus such as avx avx2 and avx-512 openjpeg 2.5.0 devel that I maintain fork of on the  github Since my GF has MS and hard to move hands voice is a big issue for me. I came to SL to work on the media and a 64 bit viewer. care less if any one uses them. But people do and they are stable. I recommended a collaboration of prebuilts for Linux on a thread that was closed then deleted. Do to what ever the dictators thinks was the reason. so I started it the prebuilts and the variables to build them to get along with newer glibc clang gcc etc. https://bitbucket.org/Drakeo/ I see FS has stuffed the SLvoice64 bit into the viewer/bin/ so that means they added an if statement I used a long time ago just took it out. new path and a new XML setting for voice how confusing. no one is using 32bit linux. Firestorm 6.5.2 (65510) Dec 27 2021 11:28:52 (64bit / AVX2) (Firestorm-Drakeo) with OpenSimulator support Release Notes You are at 184.8, 236.0, 89.6 in Missauke located at simhost-047862f33c79ca145.agni SLURL: http://maps.secondlife.com/secondlife/Missauke/185/236/90 (global coordinates 262,841.0, 254,444.0, 89.6) Second Life Server 2021-12-10.566713 Release Notes CPU: AMD Ryzen 7 3700X 8-Core Processor (2200 MHz) Memory: 32052 MB Concurrency: 16 OS Version: Linux 5.15.11 #1 SMP PREEMPT Wed Dec 22 12:04:03 CST 2021 x86_64 Graphics Card Vendor: NVIDIA Corporation Graphics Card: NVIDIA GeForce GTX 1080/PCIe/SSE2 Graphics Card Memory: 8192 MB OpenGL Version: 4.6.0 NVIDIA 495.44 RestrainedLove API: (disabled) libcurl Version: libcurl/7.54.1 OpenSSL/1.1.1l zlib/1.2.8 nghttp2/1.25.0 J2C Decoder Version: OpenJPEG: 2.3.1, Runtime: 2.3.1 Audio Driver Version: FMOD Studio 2.02.02 Dullahan: 1.12.2.202109282040 CEF: 91.1.23+g04c8d56+chromium-91.0.4472.164 Chromium: 91.0.4472.164 LibVLC Version: 2.2.3 Voice Server Version: Vivox 4.10.0000.32327 Settings mode: Firestorm Viewer Skin: Firestorm (Grey) Window size: 1920x1007 px Font Used: Deja Vu (96 dpi) Font Size Adjustment: 0 pt UI Scaling: 1 Draw distance: 128 m Bandwidth: 500 kbit/s LOD factor: 2 Render quality: High-Ultra (6/7) Advanced Lighting Model: Yes Texture memory: Dynamic (512 MB min / 10% Cache / 10% VRAM) Disk cache: Max size 9984.0 MB (7.8% used) Built with Clang version Clang 13.0.0 Packets Lost: 15/1,518 (1.0%) December 27 2021 10:24:10 SLT
  5. Unfortunately, you did not name your operating system . CoolVL has a long way to go understanding basic Linux and the /proc. Love his arrogant work. I see he has become more gentle. With the LL dev;s he is a brilliant man but for Linux pretty much lost in a spoon-fed operating system. Winks. I tested all the install from SL to FS to all of my own. The media worked in all. It seems as Oz Linden said to me when I was working on qtwebit. This is operator error your not smart enough to use your system with this application . He was right. And you are in that boat.
  6. Oh bet you never took the time to download the 35 gigs and build it. If I am wrong sorry I have been keeping that huge blob now since 2013. It is embedded chromium and the top-notch guy Callum Linden did great things with it. Fact not many want to mess with it in Mac and windows. I have! I stick to Linux. Mac and windows. Thank god the best dev Callum Linden does it. It is the base of the viewer media. It is wonderful. Much better than the old qtwebkit stuff. Callum you are the best.,
  7. I have a firestorm build that will use your avx-512 that your CPU uses. Look me up. Can build most viewers plus my own with the avx-512 calls.
  8. Stay away from any ?60 GPUs. For gaming . In SL it will run fine. The rtx60 NVIDIA GPUs are good for texture memory.. I love the rtx 3060. But the rtx80 GPUs have much faster bus speeds. Your I5 is a nice CPU. You will never use more than 1024 texture memory. Not your system. It is the application. But wait, there is a fork of the viewer for mesh optimized. This has nothing to do with mesh in world. Seems newer GPUs have this like your rtx 3060. I have been keeping up with this in the bitbucket building it. I have a fork of it been testing it. Mesh optimized is on GPU it is how we send triangles to the GPU so if we do some work before it gets to the new mesh optimized GPU it makes them supper fast takes the work off the CPU and utilizes the mesh optimized buffer. . https://bitbucket.org/lindenlab/viewer/src/DRTVWR-542-meshopt/ Here is the guy that stared it. https://github.com/zeux/meshoptimizer
  9. ryzen 7 3700x does very good blows away all my intel machines. Even with a gtx 1080. People forget SL really has no use for high texture memory. 512 1024 a second is plenty. This isn't a game that preloads into texture buffer for a set return. It is always changing, higher buffer not always good. So 2048 can really hurt you. I hope in the future the team tackle this problem till then. It is up to the CPU And system memory to clear the bus.
  10. NVIDIA gtx 1080 or higher. Stay away from AMD for this platform. The dev team has a hard time with AMD open source drivers so best to always use NVIDIA SL was built around it.
  11. Test these builds, but I doubt that it may help. Because this is a GPU issue. Not an OS issue. https://bitbucket.org/Drakeo/viewer/downloads/
  12. That is you GPU setting that is environmental setting just like Franks Elite the dude set it to his GPU and uses older firestorm that is way broke Franks Elite is all blue yours is orange. environment settings. See operator error just like Oz Linden told me not smart enough to use the viewer, I was hurt.
  13. I compiled the latest in Monterey. It builds it runs perfect. The SL code is perfect. It runs on my oldest to the newest. It is most likely Operator error . Oz Linden explained this to me a long time ago. Just not smart enough to use it. I was hurt.
  14. Looking at SL mac downloads . Seems No reason for the dev team to do anything. There are 10 times more Linux downloads for Firestorm and Kokua then any of the SL mac downloads SL should drop mac it is a loser with M1 Mac users should just leave like SL asked all the linux users. So please close this thread. Because macosx and the M1 cpu’s really do not play well. So why. Even have this thread about macosx.
  15. By the way I am creating a new build tool that could help many people you can find it here. every prebuilt may need a different variable for per GLBC GCC you want to contribute that would be nice. https://bitbucket.org/Drakeo/prebuilt-lib/src/master/ May be time for third party devs to get together on this it will save a so much time. Feel free to fork and send pull request. After I get Linux done will work on the Mac stuff then Windows stuff. Be nice if we had a central place to go to it would be nice. . fork it create a branch edit your logs.
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