Besides the LSO/CIL compiler, this is my other major interest. I would
like to have one of my servers act as a proxy that would separate chat
and texture data. I hate when I lose text messages for whatever reason,
like client crashes. To have the separated from the SL client would
indeed be very nice and would help keep a professional business in pace.
For texture data, I would like to see redirected to a SQL server. It
would be much faster to download textures from a nearby server cache to
the SL client then it would be to constantly rely on the bandwidth of LL.
John Hurliman wrote:
BTW would you be interested in me working with the TextureEntry class,
so that'll automatically download and cache textures that are
encountered?
Lets hold off for now, as the caching system is a big deal that needs
to be hashed out on paper first. Aside from caching, I think a good
approach might be flipping a bit somewhere that says "download all
textures you see" and any callback that may come across texture data
can call a master download function that will later be responsible for
cache lookups and initializing downloads.
John
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