More on Second Life Mesh

Loki Eliot has a post up about his experience with mesh: Materials Post Mortem. It is a good article. You can visit the region named  Escapades to see what things Loki has built.

...up stairs... at Loki Eliot Store
…up stairs… at Loki Eliot Store

Loki is pointing out some of the problems when trying to build for ALM-Enabled people and ALM-Disabled people. (ALM = Advanced Lighting Model) I think it becomes clear builders are having to decide if they will build for ALM-D or ALM-E. Building for both degrades both.

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Kokua Viewer 3.6.2 Released

Late yesterday a post appeared on the Kokua-Imprudence blog about the release of a new Kokua Viewer version. See: Kokua 3.6.2 is released. Kokua is one of the third party viewers (TPV) testing the new Linden viewer update pipeline. That process has been added to Kokua. It will of course update from the Kokua downloads … Read more

Second Life ToS Analyzed

Over on SLUniverse people are tracking down the changes in the ToS (Terms of Service) that popped up the other day.

So, far it seems to mostly be CYA clauses. There is also a reorganization of the information. Several people think this was to accommodate using the same ToS for all of Linden Lab’s™ products. Whatever the case no one has found a new deal breaker.

See: Yipes – can’t agree to TOS – The main point being several people have not been able to see the text of the ToS in the viewer’s login screen. They get the “Please Agree” window, it’s just empty, nothing to read.

Darien Caldwell has some posts in the thread pointing out some things Darien was unfamiliar with. See: post. Ayesha Lytton has an interesting post about what happens when you remove things from the grid or leave SL. See: post.

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Second Life Texture Thrashing

Second Life™ users have been seeing textures load in blurry and progress toward a new crisp image. That is where things are supposed to stop. But, quit often people are seeing them repeatedly load blurry and re-render to a nice crisp image and then repeat and repeat and repeat…

The video card for some reason is discarding the texture already in memory, and redoing it. Some think the video cache is more than full and just cycling through textures in your field of view.

There are HUD’s that which are known to cause the problem. So, if you are seeing the problem, remove you HUD’s and relog. Then watch to see if it happens again. If not add your HUD’s back 1 by 1. You’ll figure out which HUD triggers the problem, or possibly the sum of a set of HUD’s triggers the problem.

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