Added: 2 years ago
From: OpensourceObscure
Views: 4,812
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  • Is there anywhere I can get a binary of one of these builds? It just refuses to compile on my machine.

  • This is absolutely fantastic. I love your artwork. Good job!

  • Do alpha textures show up properly in this viewer? Or are they also nearly to completely vanishing like in Kirsten's viewer? :o I'm still searching for a decent shadow client. o.o Anyway, kick ass work! :D

  • the vanishing Alpha textures are no more in the latest Kirsten Viewers....black under sea view too

  • Awesome!, i was trying to compile that branch 2 days in a row... without sucess...can please someone compile it for Windows and Upload it somewhere for me , i want that Viewer Please!

  • I'm currently compiling this branch under win32, it looks interesting must give it a go, whats the specs of your system if you done mind me asking so I can compare to my setup.

  • CPU Intel Core Duo 6420 2.13 GHz

    4 GB RAM

    Nvidia Geforce 9600 GT 512mb

    HDD Western Digital Raptor

  • @OpensourceObscure

    Oh is that all? Excellent. That's pretty standard around here.

  • @Mikemc yeah: if it's the right hardware, it doesn't need to be super-powerful higher-end hardware.

    Obviously, more power is needed if one also makes graphic-quality machinima...but again, when I do that I usually run the viewer at a lower resolution (1280x720) than the one allowed by my screen (1920x1080 or such).

    Anyway, in the meantime I upgraded to the following configuration:

    * Video card = Zotac GeForce GTX 260

    * CPU = i5 660 @ 3.33GHz

    * 4 GB RAM

  • You are so great ^_^

    thank you for sharing

  • very cool, is it possible to compile a windows XP version of this?

  • I think yes, but personally I never did it.

    If you want to try, there are instructions in the official SL wiki / just use the 'render-pipeline' branch.

    I had written more information previously but shit/tube ate my previous reply to you, also keyboard layout now got crazy, I guess I-ll stop here |> *

  • The original footage is slightly less dark, noticeably in the darkest zones. Some objects can't be seen here because they're almost black, while they are clearly visible in the original footage.

  • Here, I assigned a "projected texture" to three prims: a blurred white circle to the two prims that cast yellow and green lights, and an illustration to the rotating prim in the middle of the platform.

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