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authorAdam Frisby2009-02-23 06:55:42 +0000
committerAdam Frisby2009-02-23 06:55:42 +0000
commitc2f3ff872dd88b4382b41844a4faa632129d1760 (patch)
tree5a0b731bcdcff54b4a5dcaa65acc7a60310a0116 /OpenSim/Client/MXP/ClientStack
parentLoad default assets when AssetInventory starts. (diff)
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* Performance Changes:
* Moves Entity Updates into a seperate thread, allowing for OpenSim to utilize a computers CPU more effectively in return for potentially greater user and prim capacity. * Removes an expensive Sqrt call performed during Update on each object. This should lower CPU requirements for high-prim regions with physics enabled. * MXP Changes: Centers the region around 0,0 for primitives instead of 128,128. Prim display should now look more correct for MXP viewers.
Diffstat (limited to 'OpenSim/Client/MXP/ClientStack')
-rw-r--r--OpenSim/Client/MXP/ClientStack/MXPClientView.cs4
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Client/MXP/ClientStack/MXPClientView.cs b/OpenSim/Client/MXP/ClientStack/MXPClientView.cs
index 27bf078..d9c4077 100644
--- a/OpenSim/Client/MXP/ClientStack/MXPClientView.cs
+++ b/OpenSim/Client/MXP/ClientStack/MXPClientView.cs
@@ -577,7 +577,9 @@ namespace OpenSim.Client.MXP.ClientStack
577 pe.ObjectFragment.AngularAcceleration = new float[4]; 577 pe.ObjectFragment.AngularAcceleration = new float[4];
578 pe.ObjectFragment.AngularVelocity = new float[] { rvel.X, rvel.Y, rvel.Z, 0.0f }; 578 pe.ObjectFragment.AngularVelocity = new float[] { rvel.X, rvel.Y, rvel.Z, 0.0f };
579 pe.ObjectFragment.BoundingSphereRadius = primShape.Scale.Length()/2.0f; 579 pe.ObjectFragment.BoundingSphereRadius = primShape.Scale.Length()/2.0f;
580 pe.ObjectFragment.Location = new float[] { pos.X, pos.Y, pos.Z }; 580
581 pe.ObjectFragment.Location = new float[] { pos.X - 120.0f, pos.Z, pos.Y - 128.0f };
582
581 pe.ObjectFragment.Mass = 1.0f; 583 pe.ObjectFragment.Mass = 1.0f;
582 pe.ObjectFragment.ObjectId = objectID.Guid; 584 pe.ObjectFragment.ObjectId = objectID.Guid;
583 pe.ObjectFragment.Orientation = new float[] { rotation.X, rotation.Y, rotation.Z, rotation.W }; 585 pe.ObjectFragment.Orientation = new float[] { rotation.X, rotation.Y, rotation.Z, rotation.W };