New Default Worlds - Please comment

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Nicole Yankelovich

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Nov 12, 2010, 12:26:06 AM11/12/10
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I have finally gotten around to putting a set of new potential default worlds on owf2.

http://owf2.virtualnorthstar.org:8080/

You can find them in the Placemarks list. All the Placemark names start with "Default World - ..." I'm considering including all of these in the release build, but I would like to understand the performance characteristics of each and use that information to decide which one world should replace Garden Arches as the initial default snapshot.  Also, if any perform particularly poorly, we can decide to eliminate them. Morris, if you could set up a way for us to performance test these, that would be great!

My thinking in creating these worlds is to give new users a better selection of worlds to use a starting point for their application. The worlds include:
  • Auditorium - space for classroom or training session
  • Gallery - space for small group collaboration / conference room / gallery
  • Japanese Pavilion - informal meeting area
  • Town - entire town for games or exploration
  • Almost Empty - grass and a tree skyline to use as a starting point for creating a new space
Orientation World will still be part of the collection as well. I was thinking that if we distribute all of these, we could also create a Combo snapshot that has all the spaces, to make it easy for people to preview the collection.

I'd like to remove Garden Arches entirely, so let me know if anyone objects. Perhaps someone can bundle the snapshot as a module and put it in the Module Warehouse in case anyone is nostalgic for the gloomy space. My hidden agenda in doing this work is to never have to see another OWL demo using Garden Arches again :-)

I would welcome feedback on any of this.

Thanks,
Nicole.

PS. In my next life, remind me to go to art school. Building worlds with only found art is not all that satisfying :-)  I am proud, however, of the new skyline I created for the Japanese Pavilion space. Skylines are the one model type I seem to have mastered. And thanks very much to Gary Ritchie for creating the Auditorium and Gallery models for us!


Michel DENIS

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Nov 12, 2010, 2:43:00 AM11/12/10
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Nicole,

That's great.
My feedback:
- it would be nice for all of us to have these places available in the form of a module
- Garden Arches could be out by default but perhaps kept as a separate, optional module
- the Cell default world should be definitively eliminated
- for the poor of us who access from far abroad using 1 mbps or less connection, I suggest to put default world as the Empty World
- perhaps package the sources of these places, so that they can be reused for building new shapes

michel

Nicole Yankelovich a écrit :

matty_x

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Nov 12, 2010, 2:46:47 PM11/12/10
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The new worlds are a vast improvement on the garden_arches model!

As someone who's used OWL for a while, I can see the utility of the
new worlds and how I might use them... but it might be beneficial to
newer users to provide some example use cases in-world. For example,
in the gallery, provide some posters/pdfs explaining how a teacher
might use it, a designer, a businessperson leading a meeting, etc.
Just a thought, but I was thinking about how we could use the default
worlds to differentiate OWL from existing virtual worlds platforms.

One other thing - where did you get that terrain?

Maggie Leber (sl: Maggie Darwin)

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Nov 12, 2010, 5:11:34 PM11/12/10
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On Fri, Nov 12, 2010 at 12:26 AM, Nicole Yankelovich
<nic...@yankelovich.ws> wrote:
> I have finally gotten around to putting a set of new potential default

> Auditorium - space for classroom or training session
Nice, and useful too. No more "crowd-with-gravity-turned-off" scenes

> Gallery - space for small group collaboration / conference room / gallery

I like this one too. The concrete wall seems to strobe in brightness
as your viewing angle changes. I bet that's related to whatever messes
with alpha textures in the same way.

> Japanese Pavilion - informal meeting area

The steps on this one are kinda problematic....you have to hit them
just right not to get stuck, and if you do you vibrate up and down.
It's pretty though.

> Town - entire town for games or exploration

This one is fun. The placement of the bridge (water in one side, land
on the other) is a little odd, but I'm probably the only one who will
notice.

> Almost Empty - grass and a tree skyline to use as a starting point for
> creating a new space

Great place for "I'm dragging in a monstrous model so you can see it"!

> My hidden agenda in doing this work is to never have to see another OWL demo using Garden
> Arches again :-)

Not to worry, you'll get sick of these too eventually. :-)

The load times are quite good for me; only the town feels a little
laggy at first, and even that's not bad

Nicole Yankelovich

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Nov 12, 2010, 11:34:43 PM11/12/10
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Matt,

Thanks for taking a look at the worlds. I definitely like your idea of
helping people understand how to use the spaces. Perhaps we could have a
Wonderland Wednesday session devoted to this purpose. We could go around
as a group to each space, brainstorm about how the space could be used,
and then stage a few scenes. We could drop in some additional content
corresponding to the most compelling use cases we come up with and
position people around the space in order to take screenshots to use as
documentation.

Ryan, if you like that idea, can you schedule this for a week from
Wednesday please. Be sure to tell people it will be on the demo server
(owf2), not on the regular meeting server (owf1).

> One other thing - where did you get that terrain?

There are several different terrains used in the default worlds. The
flat grass floor I made myself using a texture I found in a free texture
library:

http://www.cgtextures.com/index.php

Look under Nature --> Grass. The texture is one of the tiled sets in the
first row. I'm not positive which one.

The hill terrain started with this model:

http://sketchup.google.com/3dwarehouse/details?mid=99c2fc0b1f1bf30a52bb300f9088c270&prevstart=0

I then deleted the water and intersected the model with a grass-stone
floor in order to have a good-sized flat surface to work with. I then
deleted all of the model parts below the floor to cut down on the amount
of geometry. I can't put my finger on where I found the texture for that
floor.

Nicole.

Nigel

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Nov 13, 2010, 8:07:29 AM11/13/10
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I agree with your comments about Garden arches. not the best
ambassador for OWL any more. Maybe you could place the artwork in the
google warehouse OWL folder to that it can still be easily re-purposed
if needed. I can't get into the OWL world linked to above from home. I
get to login then I can see an image of what seems to be half of the
world but the bottom half of my screen is white. I can't move but can
click on menu items. Will try again from work tomorrow.

On Nov 12, 6:26 am, Nicole Yankelovich <nic...@yankelovich.ws> wrote:
> I have finally gotten around to putting a set of new potential default
> worlds on owf2.
>
> http://owf2.virtualnorthstar.org:8080/
>
> You can find them in the Placemarks list. All the Placemark names start
> with "Default World - ..." I'm considering including all of these in the
> release build, but I would like to understand the performance
> characteristics of each and use that information to decide which one
> world should replace Garden Arches as the initial default snapshot.  
> Also, if any perform particularly poorly, we can decide to eliminate
> them. Morris, if you could set up a way for us to performance test
> these, that would be great!
>
> My thinking in creating these worlds is to give new users a better
> selection of worlds to use a starting point for their application. The
> worlds include:
>
>     * Auditorium - space for classroom or training session
>     * Gallery - space for small group collaboration / conference room /
>       gallery
>     * Japanese Pavilion - informal meeting area
>     * Town - entire town for games or exploration
>     * Almost Empty - grass and a tree skyline to use as a starting point

Nicole Yankelovich

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Nov 13, 2010, 11:13:27 PM11/13/10
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Nigel,

I actually had the exact same half-a-white-screen problem. Did you try
more than once? It only happened to me once. I tried, but I couldn't
reproduce it. If you could give it another try, that would be helpful.
If it does happen again and you can access the menus, please post an
error report (Help --> Error Log --> Error Report then select all, copy,
and paste into a forum post).

Posting the artwork to the Google Warehouse is a good idea. I've been
remiss in adding to the existing collection because it's quite
time-consuming to add models if you want a .kmz version to appear. To do
this, you first have to "geo-locate" the models, which is a pain.
Perhaps I should not worry about the .kmz issue and just upload them as
SketchUp only. It's frustrating that they don't permit you to manually
upload the .kmz. They auto-generate the .kmz versions, but this only
happens if the model has the geo-location data associated with it.

Nicole.

Nicole Yankelovich

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Nov 13, 2010, 11:30:51 PM11/13/10
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Maggie,

Thanks for the feedback! Comments in-line below.

Nicole.


On 11/12/10 5:11 PM, Maggie Leber (sl: Maggie Darwin) wrote:
> On Fri, Nov 12, 2010 at 12:26 AM, Nicole Yankelovich
> <nic...@yankelovich.ws> wrote:
>> I have finally gotten around to putting a set of new potential default
>> Auditorium - space for classroom or training session
> Nice, and useful too. No more "crowd-with-gravity-turned-off" scenes
>
>> Gallery - space for small group collaboration / conference room / gallery
> I like this one too. The concrete wall seems to strobe in brightness
> as your viewing angle changes. I bet that's related to whatever messes
> with alpha textures in the same way.
>

I wonder if Gary has any idea why this is happening. I noticed the same
problem. I couldn't tell if it was a modeling problem or an alpha
textures bug.


>> Japanese Pavilion - informal meeting area
> The steps on this one are kinda problematic....you have to hit them
> just right not to get stuck, and if you do you vibrate up and down.
> It's pretty though.

I was particularly pleased with the way this one looks and I'm leaning
towards using it as the initial default world, so I would like to solve
the usability problems. You might have noticed that I added a ramp to
the outside room in the back. This eliminates the vibration problem. I
could replace all the stairs with ramps, but I think that would detract
significantly from the aesthetics. Another option is to lower the model
to eliminate all but the one set of steps in the back. That also won't
look quite as good, but if it solves a usability problem, it might be
worth it. I'll experiment a bit more with it.


>> Town - entire town for games or exploration
> This one is fun. The placement of the bridge (water in one side, land
> on the other) is a little odd, but I'm probably the only one who will
> notice.

After spending several hours with the town model fixing texture problems
that I'm sure one only notices if you're walking around inside the
model, I never noticed the bridge over land/water issue. There are quite
a few other oddities with the model, but I don't think they're worth
fixing. But if anyone does want to polish this model up a bit more, let
me know and I'll send you my edited SketchUp file with the texture fixes.


>> Almost Empty - grass and a tree skyline to use as a starting point for
>> creating a new space
> Great place for "I'm dragging in a monstrous model so you can see it"!
>
>> My hidden agenda in doing this work is to never have to see another OWL demo using Garden
>> Arches again :-)
> Not to worry, you'll get sick of these too eventually. :-)

I'm sure you're right!


> The load times are quite good for me; only the town feels a little
> laggy at first, and even that's not bad

Good to know. The town is a very big model, although the file size is
admirably small. This was the only large-scale model I was able to find
that had a hope of loading in a reasonable amount of time. If anyone
knows of other models similar to this one, I'd be happy to experiment
with some other options.

Thanks,
Nicole.

Maggie Leber (sl: Maggie Darwin)

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Nov 13, 2010, 11:47:22 PM11/13/10
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On Sat, Nov 13, 2010 at 11:30 PM, Nicole Yankelovich
<nic...@yankelovich.ws> wrote:

>> I like this one too. The concrete wall seems to strobe in brightness
>> as your viewing angle changes. I bet that's related to whatever messes
>> with alpha textures in the same way.
> I wonder if Gary has any idea why this is happening. I noticed the same
> problem. I couldn't tell if it was a modeling problem or an alpha textures
> bug.

I doubt very much it's the model. I think it's in the rendering. That
particular texture, being opaque, doesn't even need an alpha channel.
If removing it stops the flicker, we know it's specifically in the
alpha processing.

> I was particularly pleased with the way this one looks and I'm leaning
> towards using it as the initial default world, so I would like to solve the
> usability problems. You might have noticed that I added a ramp to the
> outside room in the back. This eliminates the vibration problem. I could
> replace all the stairs with ramps, but I think that would detract
> significantly from the aesthetics. Another option is to lower the model to
> eliminate all but the one set of steps in the back. That also won't look
> quite as good, but if it solves a usability problem, it might be worth it.
> I'll experiment a bit more with it.

The "getting stuck" isn't a fault of the model, and we've had
discussions before about changing how avatar collsions work.

Thumpy steps is a common problem in Second Life too...and I've seen
long-standing models have problems arise and disappear as they change
the physics engine over time.

The fix might simply be making the run of each step be a bit longer,
if that can be done without hurting the esthetics.

I'd give some thought to using an alpha texture on the back wall of
the building if possible, making the skybox visible through that
lattice.

But I agree it's pretty. And the steps aren't fatal; it was just
something I noticed.

Nicole Yankelovich

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Nov 14, 2010, 12:23:24 PM11/14/10
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Maggie,


I'd give some thought to using an alpha texture on the back wall of
the building if possible, making the skybox visible through that
lattice.
I gave this a try by editing the texture, making the lattice transparent, and applying the new texture to one wall panel, but once again we run into the alpha channel bug. I guess the good news is that I now have a reproducible test case. The first screenshot below shows what it should look like. The second one shows what happens if I zoom the camera out two "notches." The skyline disappears, giving you the flashing effect.

  

I think I'm going to leave the walls as they are for now. If this bug gets fixed, then I'll replace the walls with my edited texture.


I doubt very much it's the model. I think it's in the rendering. That
particular texture, being opaque, doesn't even need an alpha channel.
If removing it stops the flicker,  we know it's specifically in the
alpha processing.
Gary, could you make a version of the gallery model with empty rather than transparent windows? That should solve our flicker problem for now.

Thanks,
Nicole.
Trans-lattice-1.png
Trans-lattice-2.png

Maggie Leber (sl: Maggie Darwin)

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Nov 14, 2010, 2:55:13 PM11/14/10
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On Sun, Nov 14, 2010 at 12:23 PM, Nicole Yankelovich
<nic...@yankelovich.ws> wrote:
>
> Gary, could you make a version of the gallery model with empty rather than transparent windows? That should solve our flicker problem for now.

The flickering I was talking about wasn't the windows. It was the
blind concrete wall. That's why I said it didn't need to be alpha.

It's actually a rather subtle effect, I wouldn't worry too much about
it. Certainly don't delay the new models over it

Gary Ritchie

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Nov 16, 2010, 11:36:37 AM11/16/10
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Curious this is. I've viewed the structure at both locations. One flickers; the other does not. I'll need to dig further to see if there could be issues with model or textures... however, please note that according to the properties, both locations use the same model. Leaves me a little confused.


Community Showcase Exhibits (no flicker)
owl_3d_demoworld_013_mainbldg.dae.gz (id 112)

Default World - Gallery (flicker)
owl_3d_demoworld_013_mainbldg.dae.gz (id 112) 

Gary Ritchie, Designer + Digital Artist
Pittsburgh, USA
http://garyritchie.com
+1 412 980 4279
+1 412 256 8839

Maggie Leber (sl: Maggie Darwin)

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Nov 16, 2010, 11:39:25 AM11/16/10
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On Tue, Nov 16, 2010 at 11:36 AM, Gary Ritchie <chocol...@gmail.com> wrote:
> Curious this is. I've viewed the structure at both locations. One flickers; the other does not. I'll need to dig further to see if there could be issues with model or textures... however, please note that according to the properties, both locations use the same model. Leaves me a little confused.

I don't think it's the model.

I wonder if it might have to do with odd floating-point behavior when
dealing with large displacements from <0.0, 0.0, 0.0, 0.0>

Nicole Yankelovich

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Nov 16, 2010, 11:52:00 AM11/16/10
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I thought Jon and I might have had this figured out. One of the
textures, bldgmain.png, has an alpha channel. I edited the texture to
remove the alpha channel and tried re-importing the model (at location
8,000, 0, -8,000) using the same terrain as a background, and the
flicker persisted. To test Maggie's theory, I'll try importing the
terrain and texture close to 0,0,0, and see if the problem goes away.

Nicole.

Maggie Leber (sl: Maggie Darwin)

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Nov 16, 2010, 11:57:27 AM11/16/10
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On Tue, Nov 16, 2010 at 11:52 AM, Nicole Yankelovich
<nic...@yankelovich.ws> wrote:
> I thought Jon and I might have had this figured out. One of the textures,
> bldgmain.png, has an alpha channel. I edited the texture to remove the alpha
> channel and tried re-importing the model (at location 8,000, 0, -8,000)
> using the same terrain as a background, and the flicker persisted. To test
> Maggie's theory, I'll try importing the terrain and texture close to 0,0,0,
> and see if the problem goes away.

I really don't think this has anything to do with alpha per se. And as
I recall the "windows flickering" effect was observable very close to
the origin.

Nicole Yankelovich

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Nov 16, 2010, 10:50:12 PM11/16/10
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I think Maggie is on to something here! Using the same mountain terrain,
I dropped the model in at around -30, 0, 156, and there was no
flickering. Just to confirm the distance-from-the-origin theory, I
dropped the same terrain and gallery models in at 9000, 0, 9000, but
unfortunately, not a flicker. I hopped over to the Default World-Gallery
space at -5000,0,-4000, and the flicker was still there. The only thing
I could think of that might be different between the spaces was that the
Default World-Gallery is completely in the negative x-z quadrant (not
sure if I'm using the correct terminology here, but hopefully you
understand what I mean). To test the negative quadrant theory, I then
dropped in the same models at -9000,0,-9000 and voila - flicker! It was
difficult for me to pinpoint exactly where the flicker starts happening,
but there was no noticeable flicker at -1500,0,-1500, or -2000,0,-2000,
but very noticeable flicker at -2500,0,-2500.

Hope that helps provide some clues in tracking down this problem, but
one work-around if you're experiencing this type of flicker, is to move
your models to a different location.

Nicole.

Qingjiang Yuan

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Nov 17, 2010, 12:02:56 AM11/17/10
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Hi Nicole,
Just got time to try the worlds but got the following error when I tried to goto "Default World - Japanese Pavilion" and failed:

2010-11-16 20:48:43 org.jdesktop.wonderland.client.jme.JmeClientMain$1 uncaughtException
警告: Uncaught exception
java.lang.NullPointerException
    at org.jdesktop.wonderland.modules.appbase.client.swing.WindowSwing$4.run(WindowSwing.java:474)
    at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209)
    at java.awt.EventQueue.dispatchEvent(EventQueue.java:597)
    at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269)
    at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184)
    at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174)
    at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169)
    at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161)
    at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)
2010-11-16 20:49:05 com.jmex.model.collada.ThreadSafeColladaImporter$InstanceLogger warning

Then got the following error when I tried "Default World - Town":

2010-11-16 20:50:59 com.jmex.model.collada.ThreadSafeColladaImporter$InstanceLogger warning
警告: Invalid source: ID6087

And finally, Wonderland client froze after I tried "Default World - Gallery".

This can be reproduced easily on my laptop every time. Anyone knows what's wrong with my environment?

BTW, I am using Windows Vista 64-bit on an HP Pavilion dv4-1283cl notebook PC with 4GB memory and JRE of 1.6.0_16-b01.

Thanks,
Qingjiang
--
Qingjiang

Qingjiang Yuan

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Nov 17, 2010, 12:23:59 AM11/17/10
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The following is the detailed error log, sorry that it's still very large even I have removed some duplicated errors, looks like it got a deadlock:

Error report generated 2010-11-16 21:15:58

-------- System Information --------
Java version: 1.6.0_16
Java vendor:Sun Microsystems Inc.
OS:Windows Vista
OS version: 6.0
OS architecture: x86

Max memory: 532742144
Total memory: 182870016
Free memory: 56657344

-------- Graphics Information --------
Display adapter:  null
Display vendor:   Intel
Driver version:   null
Display renderer: Intel Cantiga
API Version:      2.0.0 - Build 7.15.10.1591


GL_ARB_fragment_program...true
GL_ARB_fragment_shader...true
GL_ARB_shader_objects...true
GL_ARB_texture_non_power_of_two...true
GL_ARB_vertex_buffer_object...true
GL_ARB_vertex_program...true
GL_ARB_vertex_shader...true
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB...16
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB...1024
GL_MAX_TEXTURE_COORDS_ARB...8
GL_MAX_TEXTURE_IMAGE_UNITS_ARB...16
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT...2.0
GL_MAX_TEXTURE_UNITS...8
GL_MAX_VARYING_FLOATS_ARB...41
GL_MAX_VERTEX_ATTRIBS_ARB...16
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB...16
GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB...512
GL_SGIS_generate_mipmap...true
GL_SHADING_LANGUAGE_VERSION_ARB...1.10  - Intel Build 7.15.10.1591
GL_VERSION_1_2...true
GL_VERSION_2_0...true
GL_VERSION_2_1...false
GL_VERSION_3_0...false

-------- Error Log --------
WARNING 21:15:28 com.jme.scene.SharedMesh clearBuffers
SharedMesh does not allow the manipulationof the the mesh data.
WARNING 21:15:28 com.jme.scene.SharedMesh clearBuffers
SharedMesh does not allow the manipulationof the the mesh data.
WARNING 21:15:28 com.jme.scene.SharedMesh clearBuffers
SharedMesh does not allow the manipulationof the the mesh data.
................................


.................................
WARNING 21:15:28 com.jme.scene.SharedMesh clearBuffers
SharedMesh does not allow the manipulationof the the mesh data.
SharedMesh does not allow the manipulationof the the mesh data.
WARNING 21:15:28 com.jme.scene.SharedMesh clearBuffers
SharedMesh does not allow the manipulationof the the mesh data.
WARNING 21:15:28 com.jme.scene.SharedMesh clearBuffers
SharedMesh does not allow the manipulationof the the mesh data.
WARNING 21:15:28 com.jme.scene.SharedMesh clearBuffers
SharedMesh does not allow the manipulationof the the mesh data.
WARNING 21:15:28 com.jme.scene.SharedMesh clearBuffers
SharedMesh does not allow the manipulationof the the mesh data.
WARNING 21:15:37 com.jmex.model.collada.ThreadSafeColladaImporter$InstanceLogger warning
Line are not supported.
WARNING 21:15:39 com.jmex.model.collada.ThreadSafeColladaImporter$InstanceLogger warning
Invalid source: ID6087

-------- Threads --------
TimerQueue WAITING
    java.lang.Object.wait(native)
    javax.swing.TimerQueue.run(TimerQueue.java:236)
    java.lang.Thread.run(Thread.java:619)

pool-2-thread-9 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

MultiThreadedHttpConnectionManager cleanup TIMED_WAITING
    java.lang.Object.wait(native)
    java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:118)
    org.apache.commons.httpclient.MultiThreadedHttpConnectionManager$ReferenceQueueThread.run(MultiThreadedHttpConnectionManager.java:1082)

Processor 0 WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    org.jdesktop.mtgame.ProcessorThread.getNextProcessorComponent(ProcessorThread.java:183)
    org.jdesktop.mtgame.ProcessorThread.run(ProcessorThread.java:114)

AnonymousIoService-15 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AWT-EventQueue-0 RUNNABLE
    java.lang.Thread.dumpThreads(native)
    java.lang.Thread.getAllStackTraces(Thread.java:1487)
    org.jdesktop.wonderland.client.jme.LogViewerFrame.generateErrorReport(LogViewerFrame.java:751)
    org.jdesktop.wonderland.client.jme.LogViewerFrame.errorReportButtonActionPerformed(LogViewerFrame.java:627)
    org.jdesktop.wonderland.client.jme.LogViewerFrame.access$1600(LogViewerFrame.java:88)
    org.jdesktop.wonderland.client.jme.LogViewerFrame$13.actionPerformed(LogViewerFrame.java:552)
    javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:1995)
    javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2318)
    javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:387)
    javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:242)
    javax.swing.plaf.basic.BasicButtonListener.mouseReleased(BasicButtonListener.java:236)
    java.awt.Component.processMouseEvent(Component.java:6263)
    javax.swing.JComponent.processMouseEvent(JComponent.java:3267)
    java.awt.Component.processEvent(Component.java:6028)
    java.awt.Container.processEvent(Container.java:2041)
    java.awt.Component.dispatchEventImpl(Component.java:4630)
    java.awt.Container.dispatchEventImpl(Container.java:2099)
    java.awt.Component.dispatchEvent(Component.java:4460)
    java.awt.LightweightDispatcher.retargetMouseEvent(Container.java:4574)
    java.awt.LightweightDispatcher.processMouseEvent(Container.java:4238)
    java.awt.LightweightDispatcher.dispatchEvent(Container.java:4168)
    java.awt.Container.dispatchEventImpl(Container.java:2085)
    java.awt.Window.dispatchEventImpl(Window.java:2475)
    java.awt.Component.dispatchEvent(Component.java:4460)
    java.awt.EventQueue.dispatchEvent(EventQueue.java:599)
    java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269)
    java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184)
    java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174)
    java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169)
    java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161)
    java.awt.EventDispatchThread.run(EventDispatchThread.java:122)

SwingWorker-pool-9907472-thread-1 TIMED_WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.parkNanos(LockSupport.java:198)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.awaitNanos(AbstractQueuedSynchronizer.java:1963)
    java.util.concurrent.LinkedBlockingQueue.poll(LinkedBlockingQueue.java:395)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:945)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AnonymousIoService-3 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AnonymousIoService-13 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

SwingWorker-pool-9907472-thread-2 TIMED_WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.parkNanos(LockSupport.java:198)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.awaitNanos(AbstractQueuedSynchronizer.java:1963)
    java.util.concurrent.LinkedBlockingQueue.poll(LinkedBlockingQueue.java:395)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:945)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AnonymousIoService-9 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

pool-2-thread-6 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

Reference Handler WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    java.lang.ref.Reference$ReferenceHandler.run(Reference.java:116)

ConsoleWriterThread WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    com.sun.deploy.util.ConsoleTraceListener$ConsoleWriterThread.run(null:-1)

pool-3-thread-1 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

Processor Manager Thread WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    org.jdesktop.mtgame.Renderer.runCommitList(Renderer.java:1427)
    org.jdesktop.mtgame.RenderManager.runCommitList(RenderManager.java:486)
    org.jdesktop.mtgame.WorldManager.runCommitList(WorldManager.java:519)
    org.jdesktop.mtgame.ProcessorManager.run(ProcessorManager.java:314)

Thread-73 RUNNABLE
    java.io.FileInputStream.readBytes(native)
    java.io.FileInputStream.read(FileInputStream.java:199)
    sun.nio.cs.StreamDecoder.readBytes(StreamDecoder.java:264)
    sun.nio.cs.StreamDecoder.implRead(StreamDecoder.java:306)
    sun.nio.cs.StreamDecoder.read(StreamDecoder.java:158)
    java.io.InputStreamReader.read(InputStreamReader.java:167)
    java.io.BufferedReader.fill(BufferedReader.java:136)
    java.io.BufferedReader.readLine(BufferedReader.java:299)
    java.io.BufferedReader.readLine(BufferedReader.java:362)
    org.jdesktop.wonderland.client.softphone.SoftphoneControlImpl$ProcOutputListener.run(SoftphoneControlImpl.java:906)
    java.lang.Thread.run(Thread.java:619)

pool-2-thread-4 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

Trident animation thread TIMED_WAITING
    java.lang.Thread.sleep(native)
    org.pushingpixels.trident.TimelineEngine$TimelineEngineThread.run(TimelineEngine.java:237)

CacheCleanUpThread WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    com.sun.deploy.cache.CleanupThread.run(null:-1)

AnonymousIoService-11 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AvatarServerSyncThread WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    org.jdesktop.wonderland.modules.avatarbase.client.imi.ImiAvatarConfigManager$ServerSyncThread.run(ImiAvatarConfigManager.java:588)

derby.rawStoreDaemon TIMED_WAITING
    java.lang.Object.wait(native)
    org.apache.derby.impl.services.daemon.BasicDaemon.rest(null:-1)
    org.apache.derby.impl.services.daemon.BasicDaemon.run(null:-1)
    java.lang.Thread.run(Thread.java:619)

Batik CleanerThread WAITING
    java.lang.Object.wait(native)
    java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:118)
    java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:134)
    org.apache.batik.util.CleanerThread.run(null:-1)

AnonymousIoService-6 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

Thread-72 RUNNABLE
    java.io.FileInputStream.readBytes(native)
    java.io.FileInputStream.read(FileInputStream.java:199)
    java.io.BufferedInputStream.read1(BufferedInputStream.java:256)
    java.io.BufferedInputStream.read(BufferedInputStream.java:317)
    sun.nio.cs.StreamDecoder.readBytes(StreamDecoder.java:264)
    sun.nio.cs.StreamDecoder.implRead(StreamDecoder.java:306)
    sun.nio.cs.StreamDecoder.read(StreamDecoder.java:158)
    java.io.InputStreamReader.read(InputStreamReader.java:167)
    java.io.BufferedReader.fill(BufferedReader.java:136)
    java.io.BufferedReader.readLine(BufferedReader.java:299)
    java.io.BufferedReader.readLine(BufferedReader.java:362)
    org.jdesktop.wonderland.client.softphone.SoftphoneControlImpl$ProcOutputListener.run(SoftphoneControlImpl.java:906)
    java.lang.Thread.run(Thread.java:619)

Attach Listener RUNNABLE

AnonymousIoService-1 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AnonymousIoService-2 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

pool-2-thread-8 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

pool-3-thread-2 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

pool-13-thread-1 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AnonymousIoService-12 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

Processor 2 WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    org.jdesktop.mtgame.ProcessorThread.getNextProcessorComponent(ProcessorThread.java:183)
    org.jdesktop.mtgame.ProcessorThread.run(ProcessorThread.java:114)

HeaderPanel Allocator Thread TIMED_WAITING
    java.lang.Thread.sleep(native)
    org.jdesktop.wonderland.modules.appbase.client.cell.view.viewdefault.HeaderPanelAllocator.run(HeaderPanelAllocator.java:106)
    java.lang.Thread.run(Thread.java:619)

pool-2-thread-5 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

derby.antiGC WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    org.apache.derby.impl.services.monitor.AntiGC.run(null:-1)
    java.lang.Thread.run(Thread.java:619)

pool-11-thread-1 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.DelayQueue.take(DelayQueue.java:160)
    java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take(ScheduledThreadPoolExecutor.java:583)
    java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take(ScheduledThreadPoolExecutor.java:576)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

MTGame Renderer RUNNABLE
    com.sun.opengl.impl.GLImpl.glDrawElements0(native)
    com.sun.opengl.impl.GLImpl.glDrawElements(GLImpl.java:3862)
    javax.media.opengl.DebugGL.glDrawElements(DebugGL.java:1777)
    com.jme.renderer.jogl.JOGLRenderer.draw(JOGLRenderer.java:1036)
    com.jme.scene.SharedMesh.draw(SharedMesh.java:622)
    com.jme.renderer.RenderQueue.renderOpaqueBucket(RenderQueue.java:504)
    com.jme.renderer.RenderQueue.renderBuckets(RenderQueue.java:372)
    com.jme.renderer.Renderer.renderQueue(Renderer.java:380)
    org.jdesktop.mtgame.OnscreenRenderBuffer.completePass(OnscreenRenderBuffer.java:226)
    org.jdesktop.mtgame.DefaultBufferController.renderBuffer(DefaultBufferController.java:188)
    org.jdesktop.mtgame.DefaultBufferController.renderScene(DefaultBufferController.java:167)
    org.jdesktop.mtgame.Renderer.run(Renderer.java:892)

SocketConnectorIoProcessor-0.0 RUNNABLE
    sun.nio.ch.WindowsSelectorImpl$SubSelector.poll0(native)
    sun.nio.ch.WindowsSelectorImpl$SubSelector.poll(WindowsSelectorImpl.java:274)
    sun.nio.ch.WindowsSelectorImpl$SubSelector.access$400(WindowsSelectorImpl.java:256)
    sun.nio.ch.WindowsSelectorImpl.doSelect(WindowsSelectorImpl.java:137)
    sun.nio.ch.SelectorImpl.lockAndDoSelect(SelectorImpl.java:69)
    sun.nio.ch.SelectorImpl.select(SelectorImpl.java:80)
    org.apache.mina.transport.socket.nio.SocketIoProcessor$Worker.run(SocketIoProcessor.java:500)
    org.apache.mina.util.NamePreservingRunnable.run(NamePreservingRunnable.java:43)
    java.util.concurrent.ThreadPoolExecutor$Worker.runTask(ThreadPoolExecutor.java:886)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:908)
    java.lang.Thread.run(Thread.java:619)

Java2D Disposer WAITING
    java.lang.Object.wait(native)
    java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:118)
    java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:134)
    sun.java2d.Disposer.run(Disposer.java:125)
    java.lang.Thread.run(Thread.java:619)

DestroyJavaVM RUNNABLE

traceMsgQueueThread WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    com.sun.deploy.util.Trace$TraceMsgQueueChecker.run(null:-1)
    java.lang.Thread.run(Thread.java:619)

EventDistributor WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    org.jdesktop.wonderland.client.input.EventDistributor.run(EventDistributor.java:149)
    java.lang.Thread.run(Thread.java:619)

AWT-EventQueue-1 WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    java.awt.EventQueue.getNextEvent(EventQueue.java:479)
    java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:236)
    java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184)
    java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174)
    java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169)
    java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161)
    java.awt.EventDispatchThread.run(EventDispatchThread.java:122)

Processor 1 WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    org.jdesktop.mtgame.ProcessorThread.getNextProcessorComponent(ProcessorThread.java:183)
    org.jdesktop.mtgame.ProcessorThread.run(ProcessorThread.java:114)

pool-2-thread-7 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

pool-5-thread-1 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AnonymousIoService-16 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

pool-6-thread-1 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.DelayQueue.take(DelayQueue.java:160)
    java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take(ScheduledThreadPoolExecutor.java:583)
    java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take(ScheduledThreadPoolExecutor.java:576)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

pool-12-thread-1 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

pool-11-thread-2 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.DelayQueue.take(DelayQueue.java:160)
    java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take(ScheduledThreadPoolExecutor.java:583)
    java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take(ScheduledThreadPoolExecutor.java:576)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

Long sleeping thread TIMED_WAITING
    java.lang.Thread.sleep(native)
    com.sun.scenario.animation.MasterTimer$LongSleepingThread.run(MasterTimer.java:87)

Finalizer WAITING
    java.lang.Object.wait(native)
    java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:118)
    java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:134)
    java.lang.ref.Finalizer$FinalizerThread.run(Finalizer.java:159)

AnonymousIoService-5 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

Processor 3 WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    org.jdesktop.mtgame.ProcessorThread.getNextProcessorComponent(ProcessorThread.java:183)
    org.jdesktop.mtgame.ProcessorThread.run(ProcessorThread.java:114)

Softphone pinger TIMED_WAITING
    java.lang.Thread.sleep(native)
    org.jdesktop.wonderland.client.softphone.SoftphoneControlImpl$Pinger.run(SoftphoneControlImpl.java:872)

AnonymousIoService-8 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

CacheMemoryCleanUpThread WAITING
    java.lang.Object.wait(native)
    java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:118)
    java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:134)
    com.sun.deploy.cache.MemoryCache$LoadedResourceCleanupThread.run(null:-1)

Timer-0 WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    java.util.TimerThread.mainLoop(Timer.java:483)
    java.util.TimerThread.run(Timer.java:462)

JBullet Physics Thread TIMED_WAITING
    java.lang.Thread.sleep(native)
    java.lang.Thread.sleep(Thread.java:298)
    org.jdesktop.mtgame.JBulletPhysicsSystem.run(JBulletPhysicsSystem.java:151)
    java.lang.Thread.run(Thread.java:619)

pool-2-thread-10 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

JME BufferUtils Reference Queue Monitor WAITING
    java.lang.Object.wait(native)
    java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:118)
    java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:134)
    com.jme.util.geom.BufferUtils$1.run(BufferUtils.java:92)
    java.lang.Thread.run(Thread.java:619)

Trident callback thread WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    org.pushingpixels.trident.TimelineEngine$TimelineCallbackThread.run(TimelineEngine.java:258)

pool-2-thread-3 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

Signal Dispatcher RUNNABLE

AnonymousIoService-7 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AnonymousIoService-10 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AnonymousIoService-4 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

pool-2-thread-2 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AvatarServerSyncThread WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    org.jdesktop.wonderland.modules.evolvermulti.client.evolver.MultimeshEvolverAvatarConfigManager$ServerSyncThread.run(MultimeshEvolverAvatarConfigManager.java:796)

Javaws Secure Thread WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    com.sun.javaws.ui.JavawsSysRun$SecureThread.run(null:-1)

pool-1-thread-1 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.DelayQueue.take(DelayQueue.java:160)
    java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take(ScheduledThreadPoolExecutor.java:583)
    java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take(ScheduledThreadPoolExecutor.java:576)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

Invoker Thread for App Base WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    org.jdesktop.wonderland.modules.appbase.client.App2D$Invoker.run(App2D.java:551)
    java.lang.Thread.run(Thread.java:619)

pool-7-thread-1 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AWT-Shutdown WAITING
    java.lang.Object.wait(native)
    java.lang.Object.wait(Object.java:485)
    sun.awt.AWTAutoShutdown.run(AWTAutoShutdown.java:259)
    java.lang.Thread.run(Thread.java:619)

pool-2-thread-1 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

AWT-Windows RUNNABLE
    sun.awt.windows.WToolkit.eventLoop(native)
    sun.awt.windows.WToolkit.run(WToolkit.java:291)
    java.lang.Thread.run(Thread.java:619)

AnonymousIoService-14 WAITING
    sun.misc.Unsafe.park(native)
    java.util.concurrent.locks.LockSupport.park(LockSupport.java:158)
    java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:1925)
    java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:358)
    java.util.concurrent.ThreadPoolExecutor.getTask(ThreadPoolExecutor.java:947)
    java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907)
    java.lang.Thread.run(Thread.java:619)

TimerQueue WAITING
    java.lang.Object.wait(native)
    javax.swing.TimerQueue.run(TimerQueue.java:236)
    java.lang.Thread.run(Thread.java:619)
--
Qingjiang

Jonathan Kaplan

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Nov 17, 2010, 11:41:05 AM11/17/10
to openwon...@googlegroups.com
Was this error report taken while the client was frozen? I don't see anything to indicate a deadlock -- all the AWT and rendering threads seem to be working normally. If the client is really frozen, and you can't get to the error log, you can try using the "jstack" command in the Java directory (usually c:\Program Files\Java\jdk_xxxx\bin\jstack.exe) to get the stack trace.

The NullPointerException above is fixed in newer versions of OWL. We should update the owf2 server to resolve the issue.

Qingjiang Yuan

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Nov 17, 2010, 12:18:15 PM11/17/10
to openwon...@googlegroups.com


2010/11/17 Jonathan Kaplan <jonat...@gmail.com>

Was this error report taken while the client was frozen? I don't see anything to indicate a deadlock -- all the AWT and rendering threads seem to be working normally.

Thanks a lot, Jonathan, I got the error report after the client screen is not refreshed for a very long time, so sounds like it's still working on something I don't see? I just tried again and took the attached snapshot after waiting for twenty minutes. And you can see the menu and also the error report dialog are still active.

And I have kind of confirmed this error happens only when I first visit the "Community Showcase Portal" before going to the "Default World - Japanese Pavilion", I couldn't reproduce the problem if I goto the "Default World - Japanese Pavilion" without doing anything else after logging in, weird.

 
If the client is really frozen, and you can't get to the error log, you can try using the "jstack" command in the Java directory (usually c:\Program Files\Java\jdk_xxxx\bin\jstack.exe) to get the stack trace.

Thanks, I will do it in case I see it's really frozen.
 

The NullPointerException above is fixed in newer versions of OWL. We should update the owf2 server to resolve the issue.

That's great! BTW, how about the endless warnings of "Line are not supported" and "SharedMesh does not allow the manipulationof the the mesh data." ? 

The screen hasn't been refreshed after I finished this e-mail, it's more than 30 minutes now.

Thanks again,
Qingjiang



--
Qingjiang
Wonderland.jpg

Jonathan Kaplan

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Nov 17, 2010, 12:27:19 PM11/17/10
to openwon...@googlegroups.com
That is definitely unusual. If the AWT event thread is stuck, you wouldn't be able to use the menus or the error report. When the 3D window isn't working, it usually means something has gone wrong with the MTGame renderer thread. In your case, however, the renderer thread reports that it is working fine rendering the world. I'm not sure why the result of the rendering is not showing up on the screen.  

In any case, it is good to know the problem is so reproducible. Hopefully updating the server to newer code will improve the situation.

Qingjiang Yuan

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Nov 17, 2010, 12:37:46 PM11/17/10
to openwon...@googlegroups.com
Yes, it's really weird, and I can try again when the sever is updated to the latest version, so far it's not a big problem since looks like the problem is only reproducible in my environment and I can see those worlds by going there immediately after logging in.

But anyway, I like those new worlds, great job!

Qingjiang
--
Qingjiang

Carlos Rafael Ramirez

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Nov 22, 2010, 5:56:20 PM11/22/10
to openwonderland
Hello Nicole,

I would like to begin using your new worlds in my own server. Could you post a link or something so I can download those worlds and use them before the next openwonderland release? Or the new models are in a nightly build or a branch in SVN.

Thanks a lot,


Regards,
Carlos

Nicole Yankelovich

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Nov 22, 2010, 10:35:42 PM11/22/10
to openwon...@googlegroups.com
Carlos,

I was thinking the same thing myself. I have a few more small modifications to make to the worlds before declaring them ready for others to use. As soon as I'm done with that, you're welcome to start using them.

Jon, what's the best way to do this? Can you add them to the nightly build so that they show up under default worlds in the Server Admin console?

I'll try to get this done as soon as I can. It would be great to have some people using them before the release so I can make modifications if anyone finds any problems that I missed.

Nicole.

Roland Sassen

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Nov 23, 2010, 3:38:39 AM11/23/10
to openwon...@googlegroups.com
I would love to show the new worlds to morrow on a Dutch School conference for IT people,
would that be possible?
Thanks Roland

Nicole Yankelovich

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Nov 23, 2010, 10:20:04 AM11/23/10
to openwon...@googlegroups.com
Roland,

Sure. They're all available on the community demo server, along with several other spaces:

http://owf2.virtualnorthstar.org:8080/

Let me know privately what time your demo is and I'll restore a snapshot for you a few hours ahead of time so that the worlds are nice and clean. I wish I could clean up my house that easily :-)

Nicole.

Jonathan Kaplan

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Nov 23, 2010, 11:30:47 AM11/23/10
to openwon...@googlegroups.com
We will need to create an artwork module like the garden arches world. This is a little bit of work - it requires creating the module build files, moving the artwork to the right directories, and rewriting the WFS and .dep files to point to the module (wla://) instead of the user content area (wlcontent://). 

I am happy to create a .gz of the current spaces that people could manually unzip on their server.  If someone wants to volunteer to do the module conversion, that would be great. Otherwise it will be a while before I have time to do it.

Dick

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Nov 23, 2010, 11:56:57 AM11/23/10
to Open Wonderland Forum
Nicole,
I finally checked out the worlds, nice job. The emergency room seems
to really bog down my workstation (2.5 Ghz coer Duo with good nVidia
card).

Dick Steflik

On Nov 12, 12:26 am, Nicole Yankelovich <nic...@yankelovich.ws> wrote:
> I have finally gotten around to putting a set of new potential default
> worlds on owf2.
>
> http://owf2.virtualnorthstar.org:8080/
>
> You can find them in the Placemarks list. All the Placemark names start
> with "Default World - ..." I'm considering including all of these in the
> release build, but I would like to understand the performance
> characteristics of each and use that information to decide which one
> world should replace Garden Arches as the initial default snapshot.  
> Also, if any perform particularly poorly, we can decide to eliminate
> them. Morris, if you could set up a way for us to performance test
> these, that would be great!
>
> My thinking in creating these worlds is to give new users a better
> selection of worlds to use a starting point for their application. The
> worlds include:
>
>     * Auditorium - space for classroom or training session
>     * Gallery - space for small group collaboration / conference room /
>       gallery
>     * Japanese Pavilion - informal meeting area
>     * Town - entire town for games or exploration
>     * Almost Empty - grass and a tree skyline to use as a starting point

Nicole Yankelovich

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Nov 23, 2010, 3:05:46 PM11/23/10
to openwon...@googlegroups.com
Dick,

I'm glad you like the worlds. The Medical ICU space is a demo space on
the community server, but not one of the default worlds we plan to
include with the release.

Thanks for the feedback,
Nicole.

Bernard

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Nov 24, 2010, 5:04:58 AM11/24/10
to Open Wonderland Forum
Nicole

my preference would be for them to be provided as modules, and not in
the nightly build as it's already a large download. The default binary
already contains several modules that could be trimmed.

regards

Bernard
> >     <jonathan...@gmail.com <mailto:jonathan...@gmail.com>> wrote:
>
> >         That is definitely unusual. If the AWT event thread is stuck,
> >         you wouldn't be able to use the menus or the error report.
> >         When the 3D window isn't working, it usually means something
> >         has gone wrong with the MTGame renderer thread. In your case,
> >         however, the renderer thread reports that it is working fine
> >         rendering the world. I'm not sure why the result of the
> >         rendering is not showing up on the screen.
>
> >         In any case, it is good to know the problem is so
> >         reproducible. Hopefully updating the server to newer code will
> >         improve the situation.
>
> >         On Wed, Nov 17, 2010 at 9:18 AM, Qingjiang Yuan
> >         <qingjiang.y...@gmail.com <mailto:qingjiang.y...@gmail.com>>
> >         wrote:
>
> >             2010/11/17 Jonathan Kaplan <jonathan...@gmail.com
> >             <mailto:jonathan...@gmail.com>>
> >                 <qingjiang.y...@gmail.com
> ...
>
> read more »

Jonathan Kaplan

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Nov 24, 2010, 12:14:35 PM11/24/10
to openwon...@googlegroups.com
Suggestions?  As part of preview 5 we are planning to add the following modules:

admin tools
quickstart guide
poster
tooltip
microphone
video

I would be happy to cut out modules as well. I believe the default worlds will be swapped for the existing garden arches (which will be removed). I agree about the large download size, but so far minimizing that has not been a priority.

Carlos Rafael Ramirez

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Nov 24, 2010, 12:22:33 PM11/24/10
to openwonderland
Hello Jonathan,

For me the download size is better than have to download and install modules. The issue to be resolved is to down the modules that the client downloads or reduce the size downloaded.

I would suggest include:

evolver-avatar-multimesh
screen-share (Even if it doesn't work in linux)

Regards,
Carlos

Nussbaum-Jones, Nina

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Nov 24, 2010, 12:23:20 PM11/24/10
to openwon...@googlegroups.com

Just out of curiosity, does adding these constitute “core”? or is “wonderland-core” the only part that is core?

 

Is the video module out of beta mode?

 

I like the idea of being able to pick and choose the modules because the more modules (even without using them) the more downloads for the client.  Would it be possible to have more than one configuration?  One with bare minimum, and the other with “recommended modules”? Or is that too much CM’ing?

 

Thanks!

-N-

Qingjiang Yuan

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Nov 24, 2010, 12:38:02 PM11/24/10
to openwon...@googlegroups.com
On Wed, Nov 24, 2010 at 9:23 AM, Nussbaum-Jones, Nina <nina.nuss...@lmco.com> wrote:

Just out of curiosity, does adding these constitute “core”? or is “wonderland-core” the only part that is core?

 

Is the video module out of beta mode?

 

I like the idea of being able to pick and choose the modules because the more modules (even without using them) the more downloads for the client.  Would it be possible to have more than one configuration?  One with bare minimum, and the other with “recommended modules”? Or is that too much CM’ing?


I like this idea since I prefer to not install modules separately, if only one configuration can be provided due to whatever reasons, I'd suggest to bundle more modules, it's even better to use authentication module as the defaul using a default/standard password for all components. I guess download size is not a big problem since most of us might have 6-20Mbps or more download bandwidth now, it won't take a lot of time to download even the bandwidth is only 1-3Mbps.

Thanks,
Qingjiang





--
Qingjiang

Matthew Schmidt

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Nov 24, 2010, 12:53:48 PM11/24/10
to Open Wonderland Forum
Does this discussion of Preview 5 warrant its own thread? Seems OT
regarding default worlds.

On Nov 24, 11:38 am, Qingjiang Yuan <qingjiang.y...@gmail.com> wrote:
> On Wed, Nov 24, 2010 at 9:23 AM, Nussbaum-Jones, Nina <
>
>
>
> nina.nussbaum-jo...@lmco.com> wrote:
> > Just out of curiosity, does adding these constitute “core”? or is
> > “wonderland-core” the only part that is core?
>
> > Is the video module out of beta mode?
>
> > I like the idea of being able to pick and choose the modules because the
> > more modules (even without using them) the more downloads for the client.
> > Would it be possible to have more than one configuration?  One with bare
> > minimum, and the other with “recommended modules”? Or is that too much
> > CM’ing?
>
> I like this idea since I prefer to not install modules separately, if only
> one configuration can be provided due to whatever reasons, I'd suggest to
> bundle more modules, it's even better to use authentication module as the
> defaul using a default/standard password for all components. I guess
> download size is not a big problem since most of us might have 6-20Mbps or
> more download bandwidth now, it won't take a lot of time to download even
> the bandwidth is only 1-3Mbps.
>
> Thanks,
> Qingjiang
>
>
>
> > Thanks!
>
> > -N-
>
> > *From:* openwon...@googlegroups.com [mailto:
> > openwon...@googlegroups.com] *On Behalf Of *Jonathan Kaplan
> > *Sent:* Wednesday, November 24, 2010 12:15 PM
> > *To:* openwon...@googlegroups.com
> > *Subject:* EXTERNAL: Re: New Default Worlds - Please comment
>
> > Suggestions?  As part of preview 5 we are planning to add the following
> > modules:
>
> > admin tools
>
> > quickstart guide
>
> > poster
>
> > tooltip
>
> > microphone
>
> > video
>
> > I would be happy to cut out modules as well. I believe the default worlds
> > will be swapped for the existing garden arches (which will be removed). I
> > agree about the large download size, but so far minimizing that has not been
> > a priority.
>
> ...
>
> read more »

Bernard

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Nov 25, 2010, 5:30:27 AM11/25/10
to Open Wonderland Forum

Domen Glušič

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Dec 8, 2010, 9:42:47 AM12/8/10
to Open Wonderland Forum
Hi Nicole
I like new worlds you created, a lot.
Is there anything new about release date of the new worlds ?
Will they be included in trunk?
I'm especially interested in Auditorium...


Domen
> >     <jonathan...@gmail.com <mailto:jonathan...@gmail.com>> wrote:
>
> >         That is definitely unusual. If the AWT event thread is stuck,
> >         you wouldn't be able to use the menus or the error report.
> >         When the 3D window isn't working, it usually means something
> >         has gone wrong with the MTGame renderer thread. In your case,
> >         however, the renderer thread reports that it is working fine
> >         rendering the world. I'm not sure why the result of the
> >         rendering is not showing up on the screen.
>
> >         In any case, it is good to know the problem is so
> >         reproducible. Hopefully updating the server to newer code will
> >         improve the situation.
>
> >         On Wed, Nov 17, 2010 at 9:18 AM, Qingjiang Yuan
> >         <qingjiang.y...@gmail.com <mailto:qingjiang.y...@gmail.com>>
> >         wrote:
>
> >             2010/11/17 Jonathan Kaplan <jonathan...@gmail.com
> >             <mailto:jonathan...@gmail.com>>
>
> >                 <qingjiang.y...@gmail.com
> ...
>
> read more »

Nicole Yankelovich

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Dec 8, 2010, 10:54:40 AM12/8/10
to openwon...@googlegroups.com
Domen,

Yes, we'll put the worlds in trunk as soon as they're ready. We're
working on packaging them up right now. I also plan to publish the
artwork in the Module Warehouse so that people who want multiple
Auditoriums or Gallery's can just add those individual models. If I get
a chance today or tomorrow, I'll do at least that bit so you can create
your own Auditorium world.

Nicole.

Domen Glušič

unread,
Dec 9, 2010, 9:15:36 AM12/9/10
to Open Wonderland Forum
Thank you so much for your effort

Domen

On Dec 8, 4:54 pm, Nicole Yankelovich <nic...@yankelovich.ws> wrote:
> Domen,
>

> Yes, we'll put theworldsin trunk as soon as they're ready. We're


> working on packaging them up right now. I also plan to publish the
> artwork in the Module Warehouse so that people who want multiple
> Auditoriums or Gallery's can just add those individual models. If I get
> a chance today or tomorrow, I'll do at least that bit so you can create
> your own Auditorium world.
>
> Nicole.
>
> On 12/8/10 9:42 AM, Domen Glušič wrote:
>
> > Hi Nicole

> > I likenewworldsyou created, a lot.


> > Is there anythingnewabout release date of thenewworlds?
> > Will they be included in trunk?
> > I'm especially interested in Auditorium...
>
> > Domen
>
> > On Nov 23, 4:35 am, Nicole Yankelovich<nic...@yankelovich.ws>  wrote:
> >> Carlos,
>
> >> I was thinking the same thing myself. I have a few more small

> >> modifications to make to theworldsbefore declaring them ready for


> >> others to use. As soon as I'm done with that, you're welcome to start
> >> using them.
>
> >> Jon, what's the best way to do this? Can you add them to the nightly

> >> build so that they show up underdefaultworldsin the Server Admin console?


>
> >> I'll try to get this done as soon as I can. It would be great to have
> >> some people using them before the release so I can make modifications if
> >> anyone finds any problems that I missed.
>
> >> Nicole.
>
> >> On 11/22/10 5:56 PM, Carlos Rafael Ramirez wrote:
>
> >>> Hello Nicole,

> >>> I would like to begin using yournewworldsin my own server. Could
> >>> you post a link or something so I can download thoseworldsand use
> >>> them before the next openwonderland release? Or thenewmodels are in


> >>> a nightly build or a branch in SVN.
> >>> Thanks a lot,
> >>> Regards,
> >>> Carlos
> >>> On Wed, Nov 17, 2010 at 1:07 PM, Qingjiang Yuan
> >>> <qingjiang.y...@gmail.com<mailto:qingjiang.y...@gmail.com>>  wrote:
> >>>      Yes, it's really weird, and I can try again when the sever is
> >>>      updated to the latest version, so far it's not a big problem since
> >>>      looks like the problem is only reproducible in my environment and

> >>>      I can see thoseworldsby going there immediately after logging in.
> >>>      But anyway, I like thosenewworlds, great job!

> >>>              to the "DefaultWorld - Japanese Pavilion", I couldn't
> >>>              reproduce the problem if I goto the "DefaultWorld -

> ...
>
> read more »

Nicole Yankelovich

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Dec 9, 2010, 11:41:20 AM12/9/10
to openwon...@googlegroups.com
Domen,

I have added two zip bundles to the Module Warehouse:

http://openwonderland.org/download/modules

One contains the artwork for the Almost Empty world and the other
contains the art for the Auditorium and Gallery. Please give these a
try. If this works for you, I'll upload the art from the other default
worlds in the same manner so that people can start using the artwork
before the default worlds themselves are ready.

Let me know if you have any problems. This is the first time I've used
the Module Warehouse for letting people access zip bundles of art stored
in Google Docs. It seemed to work for me, but it would be great if
others could try the download and let me know if everything works as it
should or if I need to make any changes.

Nicole.

Michel DENIS

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Dec 9, 2010, 12:35:26 PM12/9/10
to openwon...@googlegroups.com
Hello Nicole,

I tried them, inserting the kmz' of the Empty and the dae's of
auditorium and gallery, as a new mix.
See attached. They look great!!

Could you please post the art of the other ones ?

I would like to use them for a demo I'll set up tomorrow...

Many thanks,
-michel

Nicole Yankelovich a écrit :

Sélection_063.jpeg

Nicole Yankelovich

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Dec 9, 2010, 2:15:02 PM12/9/10
to openwon...@googlegroups.com
Michel,

The art for all five new worlds is now in the Warehouse (note that the
Auditorium and Gallery are combined into a single zip bundle).

Enjoy,
Nicole.

George Petrineanu

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Oct 27, 2016, 6:26:22 AM10/27/16
to Open Wonderland Forum, nic...@yankelovich.ws
Hi,

I wonder if Japanese Pavilion is available to visit in som VR-server. I would like to invit some persons to visit it.
Thanks!


Den fredag 12 november 2010 kl. 06:26:06 UTC+1 skrev Nicole Yankelovich:
I have finally gotten around to putting a set of new potential default worlds on owf2.

http://owf2.virtualnorthstar.org:8080/

You can find them in the Placemarks list. All the Placemark names start with "Default World - ..." I'm considering including all of these in the release build, but I would like to understand the performance characteristics of each and use that information to decide which one world should replace Garden Arches as the initial default snapshot.  Also, if any perform particularly poorly, we can decide to eliminate them. Morris, if you could set up a way for us to performance test these, that would be great!

My thinking in creating these worlds is to give new users a better selection of worlds to use a starting point for their application. The worlds include:
  • Auditorium - space for classroom or training session
  • Gallery - space for small group collaboration / conference room / gallery
  • Japanese Pavilion - informal meeting area
  • Town - entire town for games or exploration
  • Almost Empty - grass and a tree skyline to use as a starting point for creating a new space
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