Absolutely, Zha - I was just thinking that myself. As I've observed
previously, a teleport seems to somehow trigger quite a bit of discard.
That might not be what's going on, but that's how it feels.
Zha Ewry wrote:
Note that when you cross a sim boundary, your client has already had a
child agent in the new region for some time. (How long will depend on
details such as your draw distance and speed approaching the crossing)
Further, if you are crossing with another avatar, they too, have a
child agent in the new region. I suspect this means that most of the
material needed for your client to render the avatars will already be
in hand in both the sim and your client as you cross. This is quite a
bit different than the teleport case, where you both simultaneously
establish new connections to the new sim. (Now why if you tp, and tp
back you lose *so* much context, even cached, is another kettle of
fish)
~ Zha
On Wed, May 13, 2009 at 7:26 AM, Carlo Wood<ca...@alinoe.com> wrote:
On Wed, May 13, 2009 at 06:08:53AM +1000, Tateru Nino wrote:
I don't recall ever seeing this problem with a companion walking or flying
across a sim border.
Indeed. So, whatever happens then might be the Right Way
to deal with this when one teleports.
Anyway, to me it seems obvious that the only way to
get this really seamless is by caching the baked textures
of other avatars around you on the viewer, and reusing
them after a TP if no other data is available.
The downside of that is that in those cases that now
we see a permanent cloud or grayness (because something
really went wrong), current we ask that person to
rebake their textures, but now would think we see
them correctly. However that is ONLY a "problem" in
the following case:
- That avatar changed clothing / textures before
following you; or since last meeting you.
- The normal update fails.
I'd think: concentrate on the latter, which is a bug
to get rid of this "problem" then.
Another way to tackle this new problem would be to
add some hash (ie, in the form of three UUID's for
the head/upper/lower parts) to the quick avatar data
(that now contains their attachments; which seem
to load always rather quick... quickly enough for me).
Then my client would get those 'hash(es)' very quickly
after a TP (as quick as currently the AO animations
or attachments of the other avatar) and see that
the clothing didn't change and therefore without
any problem can start to show the cached clothing.
Bottom line is: the viewer has to cache bake textures
for other avatars until that avatar is out of sight
too long.
--
Carlo Wood<ca...@alinoe.com>
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--
Tateru Nino
http://www.massively.com/
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