diff options
author | AliciaRaven | 2015-06-19 00:00:32 +0100 |
---|---|---|
committer | Diva Canto | 2015-06-19 06:56:19 -0700 |
commit | c37315da87a0e9d2461528e0590f1189878e6da5 (patch) | |
tree | 9c9133a515f67d35c86cff8e3b2416b87322de3f /OpenSim/Region/CoreModules/World | |
parent | Bug fix in inventory fetching: sometimes the caps request comes before there ... (diff) | |
download | opensim-SC-c37315da87a0e9d2461528e0590f1189878e6da5.zip opensim-SC-c37315da87a0e9d2461528e0590f1189878e6da5.tar.gz opensim-SC-c37315da87a0e9d2461528e0590f1189878e6da5.tar.bz2 opensim-SC-c37315da87a0e9d2461528e0590f1189878e6da5.tar.xz |
Warp3DImageModule. Reduce workload by not calling to render the root prim twice. When loading prims to draw the map, the Warp3D system first calls to load the root prim, followed by all the prims in the SOG. The initial call to load the root prim is not required because it is also in the parts list. The result of this was that all root prims were being loaded twice.
Signed-off-by: Diva Canto <diva@metaverseink.com>
Diffstat (limited to 'OpenSim/Region/CoreModules/World')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs index 700fd8f..dd91951 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs | |||
@@ -405,7 +405,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
405 | m_scene.ForEachSOG( | 405 | m_scene.ForEachSOG( |
406 | delegate(SceneObjectGroup group) | 406 | delegate(SceneObjectGroup group) |
407 | { | 407 | { |
408 | CreatePrim(renderer, group.RootPart, useTextures); | ||
409 | foreach (SceneObjectPart child in group.Parts) | 408 | foreach (SceneObjectPart child in group.Parts) |
410 | CreatePrim(renderer, child, useTextures); | 409 | CreatePrim(renderer, child, useTextures); |
411 | } | 410 | } |