aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* This may bring the missing texture back.diva2009-05-281-1/+5
|
* Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva2009-05-151-2/+9
| | | | | | | | | | | | -- please see the example. Affects region servers only. This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing. Known problems: * HG asset transfers are borked for now * missing texture is missing * 3 unit tests commented out for now
* Add copyright header. Formatting cleanup. Ignore some generated files.Jeff Ames2009-05-051-24/+12
|
* * minor: remove some mono compiler warnings, minor cleanupJustin Clarke Casey2009-05-041-16/+9
|
* Catch another j2k decode exception that can be caused by a bad assetMelanie Thielker2009-04-291-29/+34
|
* Fix a crash that will hit when an image asset is truncated in storageMelanie Thielker2009-04-291-1/+11
|
* cleaning up, fixing warningsDr Scofield2009-04-221-1/+1
|
* Thank you kindly, RemedyTomm for a patch that:Charles Krinke2009-04-181-6/+26
| | | | | | | | | | | | 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.
* * Set eol-style: native on J2KImage.csTeravus Ovares2009-04-131-2/+2
|
* *Bypass J2kDecoder when asset is nullTeravus Ovares2009-04-131-0/+4
|
* if Data is null, shortcut to client.SendImageNotFound, as any otherSean Dague2009-04-131-3/+10
| | | | | option at this point is going to give us a NullReferenceException
* catch for a null asset so we don't get an exception here, though thisSean Dague2009-04-131-1/+7
| | | | | probably just makes the decoder break somewhere else.
* put J2KImage into it's own file, please no doubling up on classes inSean Dague2009-04-131-0/+354
files