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Problem trying to build Shadow version...

Mathis Zabelin
Registered User
Join date: 29 May 2008
Posts: 22
02-22-2009 05:01
Hello,

I'm trying to build Shadow version of Secondlife (maint-render-11) and it stops with these two errors :

error: invalid conversion from 'U32*' to 'const GLuint*'
error: initializing argument 2 of 'void glDeleteTextures(GLsizei, const GLuint*)'

in llimagegl.cpp

Has anyone tryed to build this version and met this message ?

Thank you...
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
02-22-2009 08:00
The shadow client is not coded to be Mac compatible. It assumes a video card class and presumably OS calls that don't exist in anything but Windows systems. Unless your Mac is somehow equipped with one of those Windows high-end graphics cards, I don't think you'll be able to make it work. And the last time I looked, none of those shadow-client friendly cards would work on any Mac. Too high a power consumption requirement, or other issues.

If you somehow can get around all that, I'd happily help test it, if your hacked version would be able to work on a Mac Pro tower with an ATI Radeon X1900 video card. Not holding my breath, however.
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Milla Janick
Empress Of The Universe
Join date: 2 Jan 2008
Posts: 3,075
02-22-2009 08:29
From: Ceera Murakami
And the last time I looked, none of those shadow-client friendly cards would work on any Mac. Too high a power consumption requirement, or other issues.

Several Macs are available with Nvidia 8600 and 8800 video cards that support SL shadows.
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Mathis Zabelin
Registered User
Join date: 29 May 2008
Posts: 22
02-22-2009 16:14
From: Ceera Murakami
The shadow client is not coded to be Mac compatible. It assumes a video card class and presumably OS calls that don't exist in anything but Windows systems. Unless your Mac is somehow equipped with one of those Windows high-end graphics cards, I don't think you'll be able to make it work. And the last time I looked, none of those shadow-client friendly cards would work on any Mac. Too high a power consumption requirement, or other issues.

If you somehow can get around all that, I'd happily help test it, if your hacked version would be able to work on a Mac Pro tower with an ATI Radeon X1900 video card. Not holding my breath, however.


I've already succeded in building it few times ago, I'm just trying to build the new svn release. If you want my first build it is here :

http://dl.getdropbox.com/u/51818/Second%20Life-ombres.app.dmg

and sure, it doesn't work with ATI Radeon X1900XT :)
Yohane Rockett
Registered User
Join date: 17 Jan 2007
Posts: 9
03-07-2009 03:51
@Mathis Zabelin: What kind of graphic card is working with your build?
Maximilian Milosz
Registered User
Join date: 14 Oct 2005
Posts: 128
04-01-2009 08:05
From: Mathis Zabelin
I've already succeded in building it few times ago, I'm just trying to build the new svn release. If you want my first build it is here :

http://dl.getdropbox.com/u/51818/Second%20Life-ombres.app.dmg

and sure, it doesn't work with ATI Radeon X1900XT :)


Just tried and was able to run it, but had no luck with shadows.
Tried debug settings: RenderDeferred=TRUE and RenderUseFBO=TRUE - no luck.
Also I found the GUI very hard to navigate as sliders and buttons are non existant, but I assume this is a temp release, so keep up the good work. I know there are many of us who'd love shadows on MacOSX.

For now I'm running the Kirsten Viewer under BootCamp (WinXP, sp2) and it works like a charm for the most part. Just too bad she decided to discontinue her work due to GPL issues.
I was lucky to find the viewer however: http://www.4shared.com/file/74937490/84c3af4b/Kirstens_SD2-R7.html (remember debug settings as mentioned above).
Things that don't work, or could be better:
- No antialiasing, but that's a problem on Mac in general.
- Shiny: Setting shiny to high merely renders as it would low in the normal viewer.
- 'Fake shadows' or semi-transparent faces don't show when on a horizontal surface.
- Shadows don't render from afar.
Apart for that it looks very sexy and the viewer is surprisingly snappy with no loss of fps even with settings at max and shadows on.
Another neat feature is a high or infinite number of actual light sources rendered. I also noticed Bumpiness actually works as intended - when seen against a light source you can actually see the light reflection on a bumpy surface.

We have light, we have windlight - now let's hope LL comes around and implements shadows as well, and preferably custom bump maps while they're at it. Obviously it can't be that much of a technical issue as it's all rendered locally, apart from supporting several graphics cards ofcourse, but it's an optional feature just like other graphics settings.

For the record, I'm running a MacBook Pro 15", 2,8GHz, Intel Core 2 Duo. 4GB ram. NVIDIA GeForce 9600M GT, 512 MB VRAM.
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