Difference between revisions of "Template:Progress"

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(Sept 19)
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A new version with a lot of little things fixed. Camera and avatar movement is MUCH smoother because of finding bugs and adding position and rotation animation code. That also means that movement of animated objects is now smooth. LG works great in OSGrid/Lbsa Plaza but larger sims like OSGrid/Wright Plaza stretch the bounds of memory. SkyX now works with OpenGL although the shaders aren't all together for the sun and moon lighting. Avatars are still stuck in T-pose and attachments are at the feet. Sitting avatars now are near the sit location and not at the sim's 0,0. Also upgraded to the latest libomv. A new Windows 32-bit installation package is in the download section.
 
A new version with a lot of little things fixed. Camera and avatar movement is MUCH smoother because of finding bugs and adding position and rotation animation code. That also means that movement of animated objects is now smooth. LG works great in OSGrid/Lbsa Plaza but larger sims like OSGrid/Wright Plaza stretch the bounds of memory. SkyX now works with OpenGL although the shaders aren't all together for the sun and moon lighting. Avatars are still stuck in T-pose and attachments are at the feet. Sitting avatars now are near the sit location and not at the sim's 0,0. Also upgraded to the latest libomv. A new Windows 32-bit installation package is in the download section.
 
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<li><span class="ProgressDate">April 11, 2010</span>
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Real Life has slowed development a bit. New version (v0.5.1) with a lot of little tweaks but no big new features. I am in a quandary as to want to add next. LG is still a bit unstable, doesn't scale well and has lots of ToDo's. The Linux version is on hold waiting for an Ogre 1.7 installation. The avatar baking has proved complex -- LG tried to apply baked textures to the avatar but get a transparent texture as often as not.
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<li><span class="ProgressDate">March 21, 2010</span>
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The new version displays T-pose avatars and even puts some baked textures onto them. Not sure if the baked textures are oriented properly but now one has Ruth avatars with their attachments at their feet. Slow progress on the avatars.
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<li><span class="ProgressDate">February 21, 2010</span>
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Up to version 0.4.8 with an installation package for Windows XP and up. Have been dealing with my day job and having a life so little progress has been made the last few weeks. There is a splash screen with all the copyrights and mesh loading is not done on demand but are prebuilt. The original philosophy was to have everything built on demand (place a scene node which requests a mesh which requests materials which requested textures) but this turned out to be too slow. So, backing out of that design and to a more traditional 'build it early' design. Makes it a little quicker and stable although there still seem to be some lockups. Avatars are a bear.
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<li><span class="ProgressDate">February 1, 2010</span>
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Up to version 0.4.5 with an installation package for Windows XP and up. LookingGlass properly handles llTargetOmega animated objects so you will see some things moving. Many other little tweeks but no major new features.
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<li><span class="ProgressDate">January 17, 2010</span>
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A lot of little tweaking has resulted in performance and display improvements. The 0.4.2 version (that's installable for Windows XP) uses shaders for the display so colors are better. In sims < 5000 prims, the loading and running is pretty smooth. Above 10K or so prims, though, loading and movement is slow. Sharing of meshes in Ogre has allows me to load sims of 20K prims but it takes several minutes to load. Plan to spend more time with the shaders and looking at creating real avatars.
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<li>[[Old Progress Reports]]</li>
 
<li>[[Old Progress Reports]]</li>
 
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Latest revision as of 22:19, 29 September 2010

Home < Template:Progress

Progress Reports

  • September 19, 2010 I got tired of fighting with Ogre so there is now an OpenGL renderer. It's limping with textures, sculpties and basic scene display. The speed and memory footprint are better than Ogre and the scene management overhead is not to much of a problem. You switch renderers by copying either ModulesOgre.json or ModulesOGL.json into Modules.json.
  • July 3, 2010 A new precompiled binary version 0.5.4. This changes the cache directory structure to help performance and disables the comm object queuing code what was introducing a lot of odd bugs (things floating off into space). You have to log into an area multiple times to get everything loaded -- something is broken in item update.
  • May 31, 2010 A new version with a lot of little things fixed. Camera and avatar movement is MUCH smoother because of finding bugs and adding position and rotation animation code. That also means that movement of animated objects is now smooth. LG works great in OSGrid/Lbsa Plaza but larger sims like OSGrid/Wright Plaza stretch the bounds of memory. SkyX now works with OpenGL although the shaders aren't all together for the sun and moon lighting. Avatars are still stuck in T-pose and attachments are at the feet. Sitting avatars now are near the sit location and not at the sim's 0,0. Also upgraded to the latest libomv. A new Windows 32-bit installation package is in the download section.
  • Old Progress Reports
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