diff options
author | Adam Frisby | 2009-02-23 06:55:42 +0000 |
---|---|---|
committer | Adam Frisby | 2009-02-23 06:55:42 +0000 |
commit | c2f3ff872dd88b4382b41844a4faa632129d1760 (patch) | |
tree | 5a0b731bcdcff54b4a5dcaa65acc7a60310a0116 /OpenSim/Client | |
parent | Load default assets when AssetInventory starts. (diff) | |
download | opensim-SC_OLD-c2f3ff872dd88b4382b41844a4faa632129d1760.zip opensim-SC_OLD-c2f3ff872dd88b4382b41844a4faa632129d1760.tar.gz opensim-SC_OLD-c2f3ff872dd88b4382b41844a4faa632129d1760.tar.bz2 opensim-SC_OLD-c2f3ff872dd88b4382b41844a4faa632129d1760.tar.xz |
* 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')
-rw-r--r-- | OpenSim/Client/MXP/ClientStack/MXPClientView.cs | 4 |
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 }; |