![]() ![]() With Black Dragon 2.4.1.9, Niran has addressed this, and a few other horizon-related rendering issues so that – and again when running the viewer with Preferences > Display > Deferred Rendering (ALM) enabled, the horizon now appears as a horizontal line, as shown in the two images shown here, taken from Rebeca Bashly’s When Life Gives You Apples … Run. The familiar concave horizon line between “sky” and “water” seen when running the viewer in “deferred” mode (ALM enabled) … One of the visual irritants in Second Life when running the view with the Advanced Lighting Model option (which Niran still refers to by its more technical name of “deferred rendering”), those living at altitude in-world (or flying at a few hundred metres above sea level), is the way in which the line of the horizon between “sky” and “sea” forms a concave curve across the screen, rather than a flat line as one might expect. However, do note Niran’s recommendation to set texture memory to 512 Mb (the default upper limit for SL viewers, set several years ago to avoid OpenGL issues which might occur when setting large memory allocations) and the scene memory to 256 Mb. With Black Dragon 2.4.1.9, Niran has attempted to “split” how video memory is used by the viewer into two adjustable “pools”, one for global textures (which include UI elements), and one just for just the current scene texturesĪs I’m not a graphics or viewer rendering expert, I can offer no opinion on this approach. constantly switching between blurry and clear as they are swapped into and out of memory due to lack of space). The idea here is to provide the scene textures with their own “pool” of graphics memory, so they are no longer competing for graphics memory with all the other textures obtained from the region and the viewer’s UI textures, and should thus result in fewer issues of visible textures being “thrashed” (e.g. With the 2.4.1.9 release of Black Dragon, Niran has split how graphics memory is used between “global” textures – which include all the UI elements, etc., and the graphics memory currently being used to render the current scene – what you are actually seeing in-world at any moment in time. Up until the 2.4.1.9 release, Black Dragon, like most viewers, offered a single slider for setting the amount of video memory which could be dedicated to texture processing by the viewer The is generally set to 512 Mb by default. Generally, the viewer has one slider for setting a limit on the amount of texture memory, which encompasses everything you see in the viewer, including all of the UI elements. The first of the changes Niran has made relates to the way in which graphics memory is used with textures. ![]() Taken together, they are part of a larger update Niran has been planning, but as he comments in the release notes, he wanted to get these particular changes out to show people, and will save the rest for his upcoming version 2.4.2 release. ![]() The update also includes a number of other fixes to some long standing rendering issues that Niran has been attempting to fix. Black Dragon 64x - Update 3.0.On Tuesday, March 10th, NiranV Dean released version 2.4.1.9 of his Black Dragon viewer, which includes his recent work on volumetric lighting for Second Life, which I reported on at the start of March.Black Dragon 64x - Update 3.0.2 "Spring Dragon".Update 3.0.3 and why it is taking so long.You can never have more than 2 projectors that cast shadows at any given time and the Viewer will try to give those shadow spots to the closest 2, this can essentially make a perfectly set up projector not cast a shadow because 2 other projectors are closer and taking up the 2 available shadow spots, keep this in mind. If your projector still does not cast a shadow this might be due to the limitation of a maximum projector shadow amount of 2. FOV simply controls the field of view (how wide the light is), focus sets the amount of blur or sharpness the corners and the projected texture has (if any) and ambiance sets the amount of light in all shadowed areas, essentially setting this up will raise the ambient lighting up to the point of completely eliminating any cast shadows, they will however continue to cast them, taking up resources and a precious shadow spot. New for projectors are FOV, Focus and Ambiance. Change the light intensity, radius, falloff and so on. Now that the projector is set up and working you'll have to finetune it.
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