aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/bin/Ode.NET.dll.config
diff options
context:
space:
mode:
authorJustin Clark-Casey (justincc)2011-03-26 00:53:19 +0000
committerJustin Clark-Casey (justincc)2011-03-26 00:53:19 +0000
commit26d16567e1e2bf28a3eafce6d3acf8d9646aaf84 (patch)
tree6e2f61a3e71b6442c8aae6b2554d1475b0964290 /bin/Ode.NET.dll.config
parentrefactor: rename SOG collections in SceneGraph to make it clearer that they a... (diff)
downloadopensim-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 '')
0 files changed, 0 insertions, 0 deletions