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authorCharles Krinke2009-04-18 18:35:03 +0000
committerCharles Krinke2009-04-18 18:35:03 +0000
commit2578db3dfad2d12519f5b1c0f5e63145475c0d07 (patch)
tree676c260058b39666a0dac750a2b1cb0e025c2b46 /OpenSim/Framework/AvatarPickerReplyAgentDataArgs.cs
parentRemove the default plywood texture from the library. Its presence can cause u... (diff)
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Thank you kindly, RemedyTomm for a patch that:
Following feedback from 0003440, i've made some changes to the new texture pipeline to optimise performance. The changes are: - Fixed a math issue where a small percentage of images with a certain size (on the packet boundary) would not have their final data delivered. This issue has been present since pre- 0003440 - It was suggested that a discardlevel of -1 and a prioriy of 0 meant to abandon the transfer, this is incorrect and caused some textures to clog. - The texture throttle blocking queue is now only filled in relation to the actual throttle amount.. i.e, on a connection throttled to 300k, only twenty packets will be placed in the queue at a time, on a larger connection it will be much more. This is to balance responsiveness to requests and speed, and to minimise wasted packets. - The engine now keeps track of the number of pending textures, and the stack will not be walked if there's no textures pending, saving CPU. Textures are only considered "pending" when they've already been decoded. - As part of the above, some textures may receive twice as much data per cycle if the number of pending textures is below the cycle threshold, this should prevent loading from slowing down when there are fewer textures in the queue.
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