[Opensim-dev] Baked Texture persistence?
Latif Khalifa
latifer at streamgrid.net
Sat Oct 1 20:51:18 UTC 2011
We have client side of the cached bakes check implemented in libomv. In case
you are going to implement this server side you can ping me for details.
On Mon, Sep 26, 2011 at 12:04 AM, Justin Clark-Casey <
jjustincc at googlemail.com> wrote:
> That's great info, Mic - I wasn't aware of this message exchange.
>
> It sounds like in the future it would be a good idea to implement these
> messages and remove temporary assets from the asset service periodically.
>
> Justin
>
>
> On 25/09/11 19:38, Mic Bowman wrote:
>
>> I will carefully disagree with Justin on this one. The viewer doesn't
>> upload textures by default. It only uploads the
>> textures if it believes something has changed. OpenSim doesn't currently
>> respond correctly to the v2/v3 packets for
>> cached appearance and earlier versions of the viewer can be told that that
>> appearance parameters haven't changed so that
>> textures are never uploaded (this saves a lot of bw... remember that if
>> you upload textures they have to be sent out to
>> everyone in the scene so it isn't the upload bw... its like putting new
>> textures on objects every time the sim starts).
>> In practice, people change appearance so infrequently that the baked
>> textures do not fill up the asset database. And
>> even when the do, so long as you don't get stuck in the "assets can never
>> be deleted" way of thinking... (baked textures
>> are marked as temporary anyway)... its pretty easy to clean up the asset
>> db based on a reasonable set of policies.
>>
>>
>>
>> On Sun, Sep 25, 2011 at 1:25 AM, Neil Canham <neil at knowsense.co.uk<mailto:
>> neil at knowsense.co.uk>> wrote:
>>
>> Ah - I hadn't appreciated that NPCs need to be cloned from a logged in
>> AV. That makes sense.
>>
>> As for the persistence, like Mic I think there is potentially an
>> argument for it, as an option, for closed private
>> sims for example, or sims where you expect a lot of people to log in at
>> roughly the same time. However, I
>> appreciate that would be a big change so thanks for clarifying how it
>> operates now.
>>
>>
>> On Sat, Sep 24, 2011 at 11:18 PM, Justin Clark-Casey <
>> jjustincc at googlemail.com <mailto:jjustincc at googlemail.**com<jjustincc at googlemail.com>>>
>> wrote:
>>
>> For ordinary avatars, baked textures don't need permanent
>> persistence since the avatar uploads them on every
>> login or when any body part/wearable is changed. This will have no
>> effect on slow rezzing or cloudiness - if a
>> viewer is in the region it should always have uploaded the textures
>> that it bakes.
>>
>> Indeed, there's little value in persisting these since the client
>> will upload them on every login/region
>> entrance. Persisting baked textures would bloat the asset service
>> more than is already the case.
>>
>> An NPC, on the other hand, has no viewer from which these baked
>> textures are uploaded. So they have to be disk
>> persisted at the point from which it is cloned from a 'live'
>> avatar.
>>
>>
>> On 24/09/11 19:28, Neil Canham wrote:
>>
>> I confess that I am puzzled. I found this fantastic
>> description from Mic of how 0.7 appearance works
>> http://opensim-dev.2196679.n2.**__nabble.com/What-I-ve-**
>> Learned-__About-**AvatarAppearance-__td5655933.**html<http://nabble.com/What-I-ve-Learned-__About-AvatarAppearance-__td5655933.html>
>>
>> <http://opensim-dev.2196679.**n2.nabble.com/What-I-ve-**
>> Learned-About-**AvatarAppearance-td5655933.**html<http://opensim-dev.2196679.n2.nabble.com/What-I-ve-Learned-About-AvatarAppearance-td5655933.html>>
>> and it
>> fits with what I
>> see analysing the packets against 0.7.1. So that seems quite
>> clearly to say that baked textures are never
>> persisted,
>> and that would explain the slow rezzing and 'cloudiness' of
>> avatars that I see regularly. However, the new
>> npc code
>> seems to require that a baked texture is available to copy
>> from. So are baked textures now persisted in the
>> latest code?
>>
>>
>>
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>>
>> --
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>> http://justincc.org/blog
>> http://twitter.com/justincc
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>
> --
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> http://twitter.com/justincc
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