I ended up just removing 'SculptData' from the XML format:
http://opensimulator.org/mantis/view.php?id=7038#c25621
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http://opensim-dev.2196679.n2.nabble.com/Stop-saving-SculptData-in-serialized-SceneObjects-tp7579079p7579092.html
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Looks like you found the culprit! All those suggestions sound good.
Melanie
On 27 Mar 2014, at 17:03, Oren Hurvitz or...@kitely.com wrote:
When a prim is a Sculptie or Mesh, the prim's shape contains a field called
SculptData which stores the full mesh or texture (for sculpties). If the
prim is
Knock 'em dead Oren xD
On Thu, Mar 27, 2014 at 11:29 AM, Melanie mela...@t-data.com wrote:
Looks like you found the culprit! All those suggestions sound good.
Melanie
On 27 Mar 2014, at 17:03, Oren Hurvitz or...@kitely.com wrote:
When a prim is a Sculptie or Mesh, the prim's shape
That field contains the asset data, which, in the case of a sculptie is not
a mesh but a texture. For ODE, the resulting mesh will be cached once
generated and reused, however the asset will need to be reaccessed later if
a mesh with another scale is required, or one with different optional
In that case, i concur, just exclude it from serialization.
Melanie
On 27/03/2014 19:26, Dahlia Trimble wrote:
That field contains the asset data, which, in the case of a sculptie is not
a mesh but a texture. For ODE, the resulting mesh will be cached once
generated and reused, however the
Another strategy may be do something along the lines of deleting it if the
SOP is part of an attachment. Attachments are phantom and do not need
physics proxies.
On Thu, Mar 27, 2014 at 11:26 AM, Dahlia Trimble dahliatrim...@gmail.comwrote:
That field contains the asset data, which, in the
Attachments can be dropped and then need the proxy again.
Melanie
On 27/03/2014 19:29, Dahlia Trimble wrote:
Another strategy may be do something along the lines of deleting it if the
SOP is part of an attachment. Attachments are phantom and do not need
physics proxies.
On Thu, Mar 27,
Yes, it probably should stay there and just be excluded from the
serialization. The memory impact probably wouldn't be too bad unless it's a
unique (per SOP) reference and there are a lot of non-phantom mesh and
sculptie objects in the region. Hopefully it's not a unique reference, but
I didn't
The mesh/texture data is needed only if the prim is resized or otherwise
edited as you've described. But in the vast majority of cases, prims are
just viewed. We should optimize for the common case, i.e. release the
memory. If the asset is needed again it will be loaded from the cache, which
is
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Oren Hurvitz
Sent: Thursday, March 27, 2014 3:48 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects
The mesh/texture data is needed only if the prim is resized or otherwise
edited
Then you will see problems when prims are edited.
On Thu, Mar 27, 2014 at 12:48 PM, Oren Hurvitz or...@kitely.com wrote:
The mesh/texture data is needed only if the prim is resized or otherwise
edited as you've described. But in the vast majority of cases, prims are
just viewed. We should
Ha! I submitted a mantis about this rare case once:
http://opensimulator.org/mantis/view.php?id=6080
I textured branches and leaves on a twisted sculpt tree, and then had
the trees grow up from a sapling (resize once a second) and this brought
OpenSim to its knees (SIM FPS drops to near
Twisted torii are quite complex prims and usually take the longest time to
create a physics proxy (on the order of 5 milliseconds or more) and usually
use the most memory. Using integer sizes in your case would reduce the
amount of proxies stored in the mesh cache and make better use of it.
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