The conversion to jp2 is done by the linden viewer. The asset server
could store any format, it's just a byte stream to us.

Melanie

Toni Alatalo wrote:
> On Dec 8, 2010, at 5:36 PM, Diva Canto wrote:
> 
>> So far, all textures in OpenSim are stored and served as jp2. However, some 
>> viewers can't use jp2. Example: Unity3d, for the time being. I would like to 
>> improve the GetTexture cap service by adding the ability for it to make 
>> conversions on the fly depending on extra data provided by the caller.
> 
> What about uploading?
> 
> Ogre using viewers like realXtend apps are also happy with many texture 
> formats, notable DDS which is most lightweight to load 'cause GPUs can decode 
> them on their own. JP2 decoding with open source libs is very heavy, 
> especially on small mobile devices. We've been using PNG as well.
> 
> One problem IIRC we've had with Opensim is that it converts all the textures 
> to jp2 upon upload.
> 
> Is not much a problem for us anymore, as we are increasingly using normal web 
> servers to host all assets.
> 
> But it is insane to convert a png to a jp2 upon upload, and then convert it 
> to png again upon download, so figured to point this out. Given I recall 
> right and this was indeed on the server side, and not in the viewers.
> 
> Of the actual question, I don't know my preference yet -- usually the easy & 
> safe way is to think that using standards like HTTP normally is good :) .. 
> but haven't used those accept&content-type headers in own code so don't 
> really know.
> 
> ~Toni
> 
>> There are two ways of doing this. Which one do people prefer?
>> 
>> A) Add an extra query parameter: 
>> http://foo.com/GetTexture/?texture_id=<uuid>&format=<format>
>> 
>> B) Use the Accept and Content-Type headers appropriately.
>> The request might have
>> Accept: image/png, image/jp2
>> And the response might have
>> Content-Type: image/png
>> 
>> Diva / Crista
>> 
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