At 2:49 AM +0100 3/27/12, Edmund Edgar wrote: >> FontTexture = llGetInventoryKey(texture_name); >> > Thanks Jeff, that was my fallback plan. > > But I'd rather use the UUIDs if I can do it reliably because: > 1) It makes the script simpler. > 2) If more than one of the object is rezzed on the same grid, I'm > hoping using the same UUIDs for all of them will allow the textures to > be cached in the viewer, so they'll load faster the second time a user > encounters the object.
With llGetInventoryKey, you are actually using UUID. Except you do not have to know it in advance, instead you use an inventory entry to retrieve it. It is "soft coded" rather than "hard coded". If more than one of the object is rezed on the same grid, the asset is not duplicated and the result of llGetInventoryKey will be the same for each object. Remember, an inventory entry is just a *pointer* to an asset. When you export an object, textures are exported as uuid.jp2 (not name.jp2). When importing again, we expect the viewer NOT to upload the texture if it already exists on the grid. Actually, the re-imported object has the same texture(s) UUID(s). In theory, if we take care to preserve UUIDs over all export formats, there should never be asset duplication, even inter-grid (hope i am right here). Asset duplication occurs only when the same file is uploaded multiple times. -- Jean-Yves Bernier _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
