No. Terrain images are textures. They are assets referring to jp2 
streams. That makes them textures. And, AFAIK, all other assets are 
text.

Melanie

Charles Krinke wrote:
> I am so sorry that we are having communications difficulties.
> 
> Terrain Images, are, I believe, neither "textual" nor "text".
> 
> That was just an example.
> 
> The point is that we need to be careful and consider all the various assets 
> which include a lot more then textures and scripts.
> 
> Charles
> 
> 
> 
> 
> ________________________________
> From: Melanie <mela...@t-data.com>
> To: opensim-dev@lists.berlios.de
> Sent: Monday, February 16, 2009 8:23:16 AM
> Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
> comtemplation
> 
> Hello,
> 
> that was a typo. The correct word was "textual". All asset types 
> besides textures are text.
> 
> Melanie
> 
> Charles Krinke wrote:
>> Sorry, the other assets are not just "small texture data". We have 
>> terrainImages, amongst other things.
>> 
>> Our assets table in OpenSim contains lots of things including the infamouse 
>> "blank", so lets look at it in total and not just from the script viewpoint. 
>> 
>> Course with scripts themselves, we have every edited version of every edited 
>> script in addition to every change of every other asset complicating the 
>> problem.
>> 
>> Charles
>> 
>> 
>> 
>> 
>> ________________________________
>> From: Melanie <mela...@t-data.com>
>> To: opensim-dev@lists.berlios.de
>> Sent: Monday, February 16, 2009 4:44:56 AM
>> Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
>> comtemplation
>> 
>> Again, I'd like to stress that I believe this is too dangerous to do 
>> for anything other than textures.
>> It is also not really needed for things other than textures, since 
>> the other assets are comparatively small, textural data.
>> 
>> I would not want to risk even the smallest chance of a hash 
>> collision on script source.
>> 
>> Melanie
>> 
>> Stefan Andersson wrote:
>>> Coming in a bit from the side here,
>>> 
>>>  
>>> 
>>> we have, for some time, discussed to separate out the binary blog out of 
>>> the metadata for an entirely different reason, namely to be able to weed 
>>> out binary duplicates.
>>> 
>>> 
>>> If there was a way for us to separate out the binary parts, into something 
>>> like 'binaryassetId, hashData[256], binarydata' and then just have the 
>>> asset table referencing that row, I think it would help a lot.
>>>  
>>> 
>>> I realize it's a separate discussion, just chipping in my two cents.
>>> 
>>> 
>>> Best regards,
>>> Stefan Andersson
>>> Tribal Media AB
>>> 
>>> 
>>> 
>>>  
>>> 
>>> 
>>> Date: Sat, 14 Feb 2009 17:49:22 +0200
>>> From: tommi.s.e.laukka...@gmail.com
>>> To: mma...@gmail.com
>>> CC: opensim-dev@lists.berlios.de
>>> Subject: Re: [Opensim-dev] Please do not revert fixes without careful 
>>> comtemplation
>>> 
>>> 
>>> Hello,
>>>  
>>> On second though we could keep the current structure and expose all fields 
>>> also through AssetBase properties. Then we could save / load the AssetBase 
>>> with nhibernate as a single object and leave out the Metadata  property 
>>> from NHibernate mapping. Does this sound good?
>>>  
>>> regards,
>>> Tommi
>>> 
>>> 
>>> On Sat, Feb 14, 2009 at 5:06 PM, Mike Mazur <mma...@gmail.com> wrote:
>>> 
>>> Hi,
>>> 
>>> On Sat, Feb 14, 2009 at 4:05 PM, Tommi Laukkanen
>>> 
>>> <tommi.s.e.laukka...@gmail.com> wrote:
>>> 
>>>> I was talking with mikkopa and he suggested we should create two tables to
>>>> cover AssetBase to solve this issue properly. Namely AssetMetadata for
>>>> metadata information and AssetData for blobs to avoid situation where we 
>>>> end
>>>> up accessing also the blob data just to read metadata.
>>> 
>>> I was hoping not to have to do that.
>>> 
>>> It should be straightforward to support the current
>>> AssetBase/AssetMetadata composition in the existing OpenSim data
>>> layers, but as sdague warned me earlier, by mapping multiple classes
>>> to one table I was entering a world of pain. Seems that's exactly
>>> what's happening with NHibernate.
>>> 
>>> The reason I introduced the AssetMetadata class is to supply metadata
>>> information only for some requests that Cable Beach, the new asset
>>> server, supports. Now I realize that this was probably a premature
>>> optimization.
>>> 
>>> Instead of modifying the DB schema, we could have AssetBase inherit
>>> from AssetMetadata, as I outlined before[1]. Alternatively, we could
>>> get rid of AssetMetadata altogether and store everything in AssetBase
>>> as before, splitting out the metadata sometime in the future when a
>>> use case warrants it.
>>> 
>>> What do you think?
>>> 
>>> Thanks,
>>> Mike
>>> 
>>> 
>>> [1] https://lists.berlios.de/pipermail/opensim-dev/2009-February/004918.html
>>> 
>>> 
>>> 
>>> 
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>>> 
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