Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-28 Thread Oren Hurvitz
I ended up just removing 'SculptData' from the XML format:
http://opensimulator.org/mantis/view.php?id=7038#c25621



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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Melanie
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



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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread James Stallings II
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



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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Dahlia Trimble
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



 --
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 http://opensim-dev.2196679.n2.nabble.com/Stop-saving-SculptData-in-serialized-SceneObjects-tp7579079.html
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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Melanie
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
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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Dahlia Trimble
Another strategy may be do something along the lines of deleting it if the
SOP is part of an attachment. Attachments are phantom and do not need
physics proxies.


On Thu, Mar 27, 2014 at 11:26 AM, Dahlia Trimble dahliatrim...@gmail.comwrote:

 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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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Melanie
Attachments can be dropped and then need the proxy again.

Melanie

On 27/03/2014 19:29, Dahlia Trimble wrote:
 Another strategy may be do something along the lines of deleting it if the
 SOP is part of an attachment. Attachments are phantom and do not need
 physics proxies.
 
 
 On Thu, Mar 27, 2014 at 11:26 AM, Dahlia Trimble 
 dahliatrim...@gmail.comwrote:
 
 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
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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Dahlia Trimble
Yes, it probably should stay there and just be excluded from the
serialization. The memory impact probably wouldn't be too bad unless it's a
unique (per SOP) reference and there are a lot of non-phantom mesh and
sculptie objects in the region. Hopefully it's not a unique reference, but
I didn't write the part that fetches that data and I haven't looked at it
in a long time. I'd suggest just excluding it from serialization and see if
that fixes the problem at hand.


On Thu, Mar 27, 2014 at 11:42 AM, Melanie mela...@t-data.com wrote:

 Attachments can be dropped and then need the proxy again.

 Melanie

 On 27/03/2014 19:29, Dahlia Trimble wrote:
  Another strategy may be do something along the lines of deleting it if
 the
  SOP is part of an attachment. Attachments are phantom and do not need
  physics proxies.
 
 
  On Thu, Mar 27, 2014 at 11:26 AM, Dahlia Trimble 
 dahliatrim...@gmail.comwrote:
 
  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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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Oren Hurvitz
The mesh/texture data is needed only if the prim is resized or otherwise
edited as you've described. But in the vast majority of cases, prims are
just viewed. We should optimize for the common case, i.e. release the
memory. If the asset is needed again it will be loaded from the cache, which
is very fast (not a network operation).



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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Aine
If this is also contributing to the very large process memory consumption I
reported (http://opensimulator.org/mantis/view.php?id=6987) I'd encourage
the kill it from memory and fetch it again later if needed approach.

-Original Message-
From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Oren Hurvitz
Sent: Thursday, March 27, 2014 3:48 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

The mesh/texture data is needed only if the prim is resized or otherwise
edited as you've described. But in the vast majority of cases, prims are
just viewed. We should optimize for the common case, i.e. release the
memory. If the asset is needed again it will be loaded from the cache, which
is very fast (not a network operation).


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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Dahlia Trimble
Then you will see problems when prims are edited.


On Thu, Mar 27, 2014 at 12:48 PM, Oren Hurvitz or...@kitely.com wrote:

 The mesh/texture data is needed only if the prim is resized or otherwise
 edited as you've described. But in the vast majority of cases, prims are
 just viewed. We should optimize for the common case, i.e. release the
 memory. If the asset is needed again it will be loaded from the cache,
 which
 is very fast (not a network operation).



 --
 View this message in context:
 http://opensim-dev.2196679.n2.nabble.com/Stop-saving-SculptData-in-serialized-SceneObjects-tp7579079p7579087.html
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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Mike Higgins
Ha! I submitted a mantis about this rare case once: 
http://opensimulator.org/mantis/view.php?id=6080


I textured branches and  leaves on a twisted sculpt tree, and then had 
the trees grow up from a sapling (resize once a second) and this brought 
OpenSim to its knees (SIM FPS drops to near zero). I found that a helix 
(a twisted torus prim) had the same problem. I 'solved' the problem by 
having the trees change only to integer quantized sizes. I assume this 
worked because someone (viewer or sim) cashed the sculpt data at each 
different size and now there is only a finite number of sizes...


On 3/27/14 12:48 PM, Oren Hurvitz wrote:

The mesh/texture data is needed only if the prim is resized or otherwise
edited as you've described. But in the vast majority of cases, prims are
just viewed. We should optimize for the common case, i.e. release the
memory. If the asset is needed again it will be loaded from the cache, which
is very fast (not a network operation).



--
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http://opensim-dev.2196679.n2.nabble.com/Stop-saving-SculptData-in-serialized-SceneObjects-tp7579079p7579087.html
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Re: [Opensim-dev] Stop saving SculptData in serialized SceneObjects

2014-03-27 Thread Dahlia Trimble
Twisted torii are quite complex prims and usually take the longest time to
create a physics proxy (on the order of 5 milliseconds or more) and usually
use the most memory. Using integer sizes in your case would reduce the
amount of proxies stored in the mesh cache and make better use of it.
However, torus prims are procedurally generated and don't rely on sculpt or
mesh assets and therefore aren't really affected by the changes being
proposed in this thread; at least unless the conversation veers towards
optimizing the mesh cache in the sim to reduce or eliminate unused meshes.


On Thu, Mar 27, 2014 at 1:32 PM, Mike Higgins m...@kayaker.net wrote:

 Ha! I submitted a mantis about this rare case once:
 http://opensimulator.org/mantis/view.php?id=6080

 I textured branches and  leaves on a twisted sculpt tree, and then had the
 trees grow up from a sapling (resize once a second) and this brought
 OpenSim to its knees (SIM FPS drops to near zero). I found that a helix (a
 twisted torus prim) had the same problem. I 'solved' the problem by having
 the trees change only to integer quantized sizes. I assume this worked
 because someone (viewer or sim) cashed the sculpt data at each different
 size and now there is only a finite number of sizes...


 On 3/27/14 12:48 PM, Oren Hurvitz wrote:

 The mesh/texture data is needed only if the prim is resized or otherwise
 edited as you've described. But in the vast majority of cases, prims are
 just viewed. We should optimize for the common case, i.e. release the
 memory. If the asset is needed again it will be loaded from the cache,
 which
 is very fast (not a network operation).



 --
 View this message in context: http://opensim-dev.2196679.n2.
 nabble.com/Stop-saving-SculptData-in-serialized-SceneObjects-
 tp7579079p7579087.html
 Sent from the opensim-dev mailing list archive at Nabble.com.
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