diff options
author | Justin Clark-Casey (justincc) | 2011-03-26 00:53:19 +0000 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2011-03-26 00:53:19 +0000 |
commit | 26d16567e1e2bf28a3eafce6d3acf8d9646aaf84 (patch) | |
tree | 6e2f61a3e71b6442c8aae6b2554d1475b0964290 /Prebuild/prebuild.xml | |
parent | refactor: rename SOG collections in SceneGraph to make it clearer that they a... (diff) | |
download | opensim-SC_OLD-26d16567e1e2bf28a3eafce6d3acf8d9646aaf84.zip opensim-SC_OLD-26d16567e1e2bf28a3eafce6d3acf8d9646aaf84.tar.gz opensim-SC_OLD-26d16567e1e2bf28a3eafce6d3acf8d9646aaf84.tar.bz2 opensim-SC_OLD-26d16567e1e2bf28a3eafce6d3acf8d9646aaf84.tar.xz |
Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each prim (e.g. a SOG with 3 prims would have the action executed three times).
To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists.
Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient.
Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times
Diffstat (limited to 'Prebuild/prebuild.xml')
0 files changed, 0 insertions, 0 deletions