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authorTeravus Ovares2009-01-25 04:34:00 +0000
committerTeravus Ovares2009-01-25 04:34:00 +0000
commit76206543e83661bbf04ee046b10b27736c589c81 (patch)
tree0379cb3411bfea0e8348092de8d4d50f30fb9934 /OpenSim/Region/Environment/Modules/Agent/TextureSender
parentUpdate svn properties. (diff)
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* Adds console command, 'predecode-j2k <number of threads>' to load all of the texture assets from the scene and decode the j2k layer data to cache. The work is split between the number of threads you specify. A good number of threads value is the number of cores on your machine minus 1.
* Increases the number of ImageDataPackets we send per PriorityQueue pop and tweak it so that the number of packets is ( (2 * decode level) + 1 ) * 2, and (((2 * (5-decode level)) + 1) * 2). The first one sends more data for low quality textures, the second one sends more data for high quality textures.
Diffstat (limited to 'OpenSim/Region/Environment/Modules/Agent/TextureSender')
-rw-r--r--OpenSim/Region/Environment/Modules/Agent/TextureSender/J2KDecoderModule.cs3
1 files changed, 2 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Modules/Agent/TextureSender/J2KDecoderModule.cs b/OpenSim/Region/Environment/Modules/Agent/TextureSender/J2KDecoderModule.cs
index 53e66fc..cf76ebc 100644
--- a/OpenSim/Region/Environment/Modules/Agent/TextureSender/J2KDecoderModule.cs
+++ b/OpenSim/Region/Environment/Modules/Agent/TextureSender/J2KDecoderModule.cs
@@ -236,7 +236,8 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureSender
236 // Cache Decoded layers 236 // Cache Decoded layers
237 lock (m_cacheddecode) 237 lock (m_cacheddecode)
238 { 238 {
239 m_cacheddecode.Add(AssetId, layers); 239 if (!m_cacheddecode.ContainsKey(AssetId))
240 m_cacheddecode.Add(AssetId, layers);
240 241
241 } 242 }
242 243