[Opensim-dev] Baked Texture persistence?

Mic Bowman cmickeyb at gmail.com
Sat Oct 1 21:49:33 UTC 2011


this is the one where the wearables uuids are xor'ed with some "pink
flamingo" uuid to get a hash of the wearables combination? i looked at the
code in libomv to get an idea for how it might work. the opensim side will
be a bit challenging to support the map to the baked textures.

--mic


On Sat, Oct 1, 2011 at 1:51 PM, Latif Khalifa <latifer at streamgrid.net>wrote:

> 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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>>>        http://justincc.org/blog
>>>        http://twitter.com/justincc
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>>
>> --
>> Justin Clark-Casey (justincc)
>> http://justincc.org/blog
>> http://twitter.com/justincc
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