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Mirrors!

Kepster Cure
Paradigm Shifter
Join date: 7 Jan 2006
Posts: 198
02-02-2007 11:17
WHAT!!!! I am literally jumping outta my seat, can't wait to get home, Thanks Suze!!!
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Aaron Edelweiss
Registered User
Join date: 16 Nov 2006
Posts: 115
02-02-2007 11:23
From: SuezanneC Baskerville
It should be an object property. The old shiny should still be available. They shouldn't be mutually exclusive, and transparency should work well with both.

The old shiny should be improved so it's not so zigzag looking but otherwise remain the same.

Reflection might should also be a parcel property, in case a landowner has reason to not want mirrors on their land.


no, this should be a setting in preferences, such as turning shiny on and off, not per parcel.
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
02-02-2007 12:56
No, reflective surfacing rendering should be a client preference.
Having shiney XOR reflective should be a prim property.
Reflective surfaces as a land/parcel/sim/region property would not effect avatars.
Foo Spark
alias Bathsheba Dorn
Join date: 8 Nov 2006
Posts: 110
02-02-2007 13:23
From: paulie Femto
I don't know what I'm doin right, but I see framerates of 20+ fps with reflections on or off. No difference. Woots!

Reflections are undoubtably pure client-side. What you did right is you've got a bitchen client! :cool:
From: someone
Some thoughts on the "reflections vs shiny" issue: What if shiny was changed to have 6 levels instead of 3, with the first 3 levels (the levels we think of as "shiny low", "shiny medium" and "shiny high";) being very minimal reflection. The upper 3 levels could be the new highly reflective effect.


That'd work for me; anything so that shiny and reflectiveness are separate. They are in every renderer on Earth, and they should be here too.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-02-2007 13:52
From: Nargus Asturias
That look neat, the code. Though i don't think that exact method would work with SL -- see if the client has to render the whole screen (the DrawNinja() function) again for every mirror in the scene! o.o
You have to pay the cost of doing that extra rendering no matter how you implement reflections, because that's what happens, optically, when you render a reflective surface.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
reflective objects in HUDs are weird.
02-02-2007 13:54
I tried making a rear view mirror, and what I got was a mirror that rendered whatever was west of me no matter which way I was facing. Hmmm...
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
02-02-2007 15:25
Lol.
Fa nyak
>(O.o)<
Join date: 8 Oct 2004
Posts: 342
02-02-2007 16:53
i just crash to desktop soon as i enable this in debug ;.;
Kepster Cure
Paradigm Shifter
Join date: 7 Jan 2006
Posts: 198
02-02-2007 18:18
Cant find the option in my client, what exactly is first look viewer? Thanks in advance.
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Nargus Asturias
Registered User
Join date: 16 Sep 2005
Posts: 499
02-02-2007 18:49
Activate debug menu with Ctrl-Alt-Shift-D and go for Client menu ;p
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Kepster Cure
Paradigm Shifter
Join date: 7 Jan 2006
Posts: 198
02-02-2007 19:10
What I meant was that I cannot find it under Client>Rendering, any ideas why it isnt there I am currently using version 1.13.3(2) updated January 30, 2007 under Rendering>Features I have Dynamic Textures but not Dynamic Reflections...
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-02-2007 19:15
You need to be using the First Look viewer, here.
Kepster Cure
Paradigm Shifter
Join date: 7 Jan 2006
Posts: 198
02-02-2007 19:24
Do'h!!!!! TY Cutter:D
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
02-02-2007 19:57
From: Nargus Asturias
Activate debug menu with Ctrl-Alt-Shift-D and go for Client menu ;p


Don't need the shift key, btw. ;)
Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
Patent Leather Shoes
02-03-2007 07:45
look out, Catholic School girls.
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
02-03-2007 08:00
From: Draco18s Majestic
Don't need the shift key, btw. ;)

There used to be a bug that caused some folk's systems to not toggle the Debug menu when pressing Control Alt D; the workaround was to press Shift Control Alt D, which appeared to work for everyone.

I don't know if Control Alt D works for everyone, like it should, or not.
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
02-03-2007 12:59
From: SuezanneC Baskerville
There used to be a bug that caused some folk's systems to not toggle the Debug menu when pressing Control Alt D; the workaround was to press Shift Control Alt D, which appeared to work for everyone.

I don't know if Control Alt D works for everyone, like it should, or not.


Ah, interesting, I did not know that.
Yiffy Yaffle
Purple SpiritWolf Mystic
Join date: 22 Oct 2004
Posts: 2,802
02-06-2007 07:37
I was hoping to see mirrors. I've been asking for them for 2 years. So far i haven't been pleased with firstlook at all. This was one thing i was hoping would change that. It only works on water for me, totally disables shiny, makes things extremely laggy, and the water looks like acid. Sorry but this really sucks. I can run mirroring perfectly when i play everquest 2. My home in EQ2 has mirrors everywhere...
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
mirrors cant be done
02-06-2007 08:48
Everyone knows that.
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
02-06-2007 12:42
From: paulie Femto
mirrors cant be done
Everyone knows that.


Mirors can be done, they are just hard to do at a real-time speed for a dynamic world.
What they've done here is found a way to trick the eye without needing much overhead (one extra render as opposed to one extra render PER MIRRORED SURFACE, not per prim, per surface).
Sly Antfarm
freewebs.com/poetry4us
Join date: 22 Dec 2006
Posts: 106
02-06-2007 22:21
I tried it out in a science program and it was cool
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Yiffy Yaffle
Purple SpiritWolf Mystic
Join date: 22 Oct 2004
Posts: 2,802
02-07-2007 06:51
I figured out how SOE does their mirror trick in EQ2. In the options panel in EQ2 it gives you options to turn on shaders for the water (EQ2 has the best water i've ever sean in any MMO). When you turn on the shaders for the water, it also enables mirrors since the ocean also reflects. Might be another way LL could go about it i guess.
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Fer Ikarus
Registered User
Join date: 14 Jan 2007
Posts: 8
02-07-2007 14:18
Someone knows why I can't find Client -> Rendering -> Dynamic Reflections option in the First Look client? Between which options should be?

nvm. I just read they disabled the option.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-07-2007 17:08
They're not disabled. You have activate "RenderDynamicReflections" in the "Client->Debug Settings" option.
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
02-07-2007 21:59
From: Yiffy Yaffle
I figured out how SOE does their mirror trick in EQ2. In the options panel in EQ2 it gives you options to turn on shaders for the water (EQ2 has the best water i've ever sean in any MMO). When you turn on the shaders for the water, it also enables mirrors since the ocean also reflects. Might be another way LL could go about it i guess.


Go about enabling and disabling it. Doesn't give us any insight into how EQ renders their mirrors though.
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