[Opensim-dev] Stop saving SculptData in serialized SceneObjects

Mike Higgins mike at kayaker.net
Thu Mar 27 20:32:54 UTC 2014


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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