| Commit message (Collapse) | Author | Age | Files | Lines |
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<SMARTROB@uk.ibm.com>]
clean up.
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previous commit message]
This patch reimplements the Draw method in the VectorRenderModule which is
used to create dynamic textures.
The previous version was limited to creating square dynamic textures, it
also didnt allow for dynamically loading an image containing transparency
except at 256x256.
The extraParams string in such functions as osSetDynamicTextureData can
now be passed a comma seperated string of name value pairs which set the
width,height and alpha value of dynamic textures. e.g.
"height:512,width:2048,alpha:255"
Backward compatibility is still preserved so passing the old params of
either a string integer "256" "512" will still work in the same fashion as
will passing "setAlpha" on its own
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* Often times now the only reason OpenJpeg doesn't work is because it requires Glibc 2.4 The error messages reflect that.
* In J2kDecoder module, It stops trying to decode modules if it encounters a dllnotfound exception and instead sends a full resolution layer that causes the texture sender to only send the full resolution image. (big decrease in texture download speed, but it's better then nasty repeating error messages)
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module. This expands the colors you can use.
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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never display
on the client.
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32bit images and changed them to 24bit images.
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san serif fonts are a bit easier on the eyes on textures.
Add a new "FontName" attribute that can be used to override
the font type.
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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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directory with any associated module-specific classes.
* Each module directory is currently inside one of the following category folders: Agent (Anything relating to do with Client<->Server communications.), Avatar (Anything to do with the avatar or presence inworld), Framework (Classes modules can use), Grid (Grid traffic, new OGS2 grid comms), Scripting (Scripting functions, etc), World (The enrivonment/scene, IE Sun/Tree modules.)
* This should be moved into a seperate project file.
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