Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-28 Thread Oren Hurvitz
I ended up just removing 'SculptData' from the XML format: http://opensimulator.org/mantis/view.php?id=7038#c25621 -- View this message in context: http://opensim-dev.2196679.n2.nabble.com/Stop-saving-SculptData-in-serialized-SceneObjects-tp7579079p7579092.html Sent from the opensim-dev

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Melanie
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

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread James Stallings II
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

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Dahlia Trimble
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

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Melanie
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

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Dahlia Trimble
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

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Melanie
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,

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Dahlia Trimble
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

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Oren Hurvitz
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

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Aine
[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

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Dahlia Trimble
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

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Mike Higgins
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

Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Dahlia Trimble
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.