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 asset will need to be reaccessed later if
> a mesh with another scale is required, or one with different optional
> parameters such as invert or mirror being set. If you remove the asset
> data, it will need another asset fetch and multiple attempts to create a
> mesh until the asset becomes available again. I'd suggest *not* removing
> the asset data, but rather exclude it from the serialization when it's
> being stored for attachment purposes so as to reduce as many asset fetches
> as possible and keep sim startup/load time low.
> 
> 
> On Thu, Mar 27, 2014 at 10:41 AM, James Stallings II <
> james.stalli...@gmail.com> wrote:
> 
>> 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 contains a field
>>> called
>>> SculptData which stores the full mesh or texture (for sculpties). If the
>>> prim is serialized then the field "SculptData" is also serialized, which
>>> is
>>> a problem because it contains the entire contents of the mesh or texture.
>>> This makes actions such as detaching a mesh attachment extremely slow.
>>>
>>> I think that we should remove SculptData from the serialized XML format of
>>> prims. This means that we'll stop serializing it, and when we get an XML
>>> with SculptData we'll ignore it.
>>>
>>> See also: http://opensimulator.org/mantis/view.php?id=7038 ("Unwearing
>>> mesh
>>> attachments very slow").
>>>
>>> As far as I can tell, the shape's SculptData field (in memory) should
>>> usually be empty. It only needs to be filled with the asset data in two
>>> cases:
>>> 1. When the mesh is first uploaded
>>> 2. If the Physics system needs to create a physics mesh
>>>
>>> In both cases, after the mesh data has been used it should be cleared
>>> immediately, to save memory.
>>>
>>> Regarding the behavior of the physics system, I see a few things that
>>> could
>>> be a problem with the way it's currently implemented. What currently
>>> happens
>>> is this: ODEPrim.CheckMeshAsset() loads the mesh/sculptie data if it's
>>> needed. Later, Meshmerizer.CreateMeshFromPrimMesher() clears the data once
>>> it has finished using it. This raises a couple of questions:
>>>
>>> 1. Where does BulletSim load the mesh data? It doesn't use ODEPrim.
>>> 2. It looks like Meshmerizer.CreateMeshFromPrimMesher() can sometimes
>>> return
>>> early, without clearing the mesh data. Seems to me that it should always
>>> clear it.
>>>
>>> So besides removing "SculptData" from the XML format of prims, I also want
>>> to make Meshmerizer clear the data more aggressively. And I don't know how
>>> BulletSim uses meshes, but perhaps it also needs to be changed.
>>>
>>> Thoughts?
>>>
>>> Oren
>>>
>>>
>>>
>>> --
>>> View this message in context:
>>> http://opensim-dev.2196679.n2.nabble.com/Stop-saving-SculptData-in-serialized-SceneObjects-tp7579079.html
>>> Sent from the opensim-dev mailing list archive at Nabble.com.
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>>
>>
>>
>> --
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