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* Dump OpenSim 0.9.0.1 into it's own branch.onefang2019-05-191-66/+81
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* Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel2016-11-031-2/+4
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* Fix issues with the DynamicTextureModule and corresponding unit tests.Diva Canto2012-11-111-0/+10
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* One more module: DynamicTextureModule. Removed it from the special load in ↵Diva Canto2012-11-111-11/+27
| | | | the beginning.
* minor: comment out currently unused logger in DynamicTextureModuleJustin Clark-Casey (justincc)2012-10-191-1/+1
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* Add missing DynamicTexture.cs file from last commitJustin Clark-Casey (justincc)2012-09-061-0/+61
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* If reusing dynamic textures, do not reuse small data length textures that ↵Justin Clark-Casey (justincc)2012-09-061-10/+49
| | | | | | | | | fall below current viewer discard level 2 thresholds. Viewer LL 3.3.4 and before sometimes fail to properly redisplay dynamic textures that have a small data length compared to pixel size when pulled from cache. This appears to happen when the data length is smaller than the estimate discard level 2 size the viewer uses when making this GetTexture request. This commit works around this by always regenerating dynamic textures that fall below this threshold rather than reusing them if ReuseDynamicTextures = true This can be controlled by the [Textures] ReuseDynamicLowDataTextures config setting which defaults to false.
* If the GetTexture capability receives a request for a range of data beyond ↵Justin Clark-Casey (justincc)2012-09-061-3/+13
| | | | | | | | | | that of an otherwise valid asset, return HTTP PartialContent rather than RequestedRangeNotSatisfiable. This is because recent viewers (3.2.1, 3.3.4) and probably earlier ones using the http GetTexture capability will sometimes make such invalid range requests. This appears to happen if the viewer's estimate of texture sizes at discard levels > 0 (chiefly 2) exceeds the total texture size. I believe this does not normally happen but can occur for dynamic textures with are large but mainly blank. If this happens, returning a RequestedRangeNotSatisfiable will cause the viewer to not render the texture at the final resolution. However, returning a PartialContent (or OK) even with 0 data will allow the viewer to render the final texture.
* Make ReuseDynamicTextures an experimental config setting in [Textures]. ↵Justin Clark-Casey (justincc)2012-08-301-1/+4
| | | | | | | | | | Default is false, as before. If true, this setting reuses dynamically generated textures (i.e. created through osSetDynamicTextureData() and similar OSSL functions) where possible rather than always regenerating them. This results in much quicker updates viewer-side but may bloat the asset cache (though this is fixable). Also, sometimes issue have been seen where dynamic textures do not transfer to the viewer properly (permanently blurry). If this happens and that flag is set then they are not regenerated, the viewer has to clear cache or wait for 24 hours before all cached uuids are invalidated. CUrrently experimental. Default is false, as before.
* If the compile-time DynamicTextureModule.ReuseTextures flag is set, check ↵Justin Clark-Casey (justincc)2012-08-301-43/+59
| | | | metadata still exists for any reused asset in case some other process has removed it from the cache.
* Add experimental DynamicTextureModule.ReuseTextures flag, currently only ↵Justin Clark-Casey (justincc)2012-08-281-44/+125
| | | | | | | | | | | configurable on compile. Disabled (status quo) by default. This flag makes the dynamic texture module reuse cache previously dynamically generated textures given the same input commands and extra params for 24 hours. This occurs as long as those commands would always generate the same texture (e.g. they do not contain commands to fetch data from the web). This makes texture changing faster as a viewer-cached texture uuid is sent and may reduce simulator load in regions with generation of lots of dynamic textures. A downside is that this stops expiry of old temporary dynamic textures from the cache, Another downside is that a jpeg2000 generation that partially failed is currently not regenerated until restart or after 24 hours.
* Fix CHANGED_TEXTURE and CHANGED_COLOR.Melanie2011-12-051-2/+2
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* Get some hopefully more useful exception information when ↵Justin Clark-Casey (justincc)2011-11-021-2/+4
| | | | OpenJPEG.EncodeFromImage() fails in VectorRender and DynamicTexture modules
* meaningless change to goose pandaJustin Clark-Casey (justincc)2011-10-111-0/+1
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* remove unused LastAssetID from DynamicTextureUpdaerJustin Clark-Casey (justincc)2011-10-101-6/+4
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* Fixed several unhandled exceptions and performance issues with ↵John Hurliman2010-03-161-11/+9
| | | | PrimitiveBaseShape.Textures. This really should be moved from a property to a method if it is going to decode a byte[] into a TextureEntry each time
* Changed asset CreatorID to a stringJohn Hurliman2010-02-221-1/+1
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* * Adds CreatorID to asset metadata. This is just the plumbing to support ↵John Hurliman2010-02-221-1/+2
| | | | CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
* Endline fixTeravus Ovares (Dan Olivares)2010-02-061-12/+12
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* Revert "Updates all IRegionModules to the new style region modules."Melanie2010-01-291-40/+20
| | | | This reverts commit ec3c31e61e5e540f822891110df9bc978655bbaf.
* Updates all IRegionModules to the new style region modules.Revolution2010-01-231-20/+40
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Fix a major security problem with osSetDynamicTexture which allowed the ↵CasperW2010-01-181-5/+12
| | | | deletion of /any/ asset.
* minor: very minor formatting changeJustin Clark-Casey (justincc)2009-11-161-4/+1
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* Changing the AssetBase constructors to avoid initializing assets with an ↵John Hurliman2009-11-051-4/+1
| | | | unknown asset type, and log an error if it ever does happen
* Attempting to improve the robustness of texture decoding by always ignoring ↵John Hurliman2009-09-301-1/+1
| | | | | | | | LayerInfo.End values and creating guessed default layer boundaries on failed decodes Changed a noisy J2K decode log message from Info to Debug Replacing openjpeg-dotnet decoding with managed CSJ2K decoding. Should be much more reliable, faster, and use less memory * Re-added openjpeg-dotnet files since they are used elsewhere in OpenSim * Updated prebuild.xml with a reference to CSJ2K * Renamed IJ2KDecoder and J2KDecoder member names to follow standard naming conventions * Removed j2kDecodeCache cruft and replaced it with the OpenSim cache system * Rewrote the default layer boundary algorithm to use percentages instead of an exponent * Switched from an infinite in-memory cache to an expiring cache (10 minute timeout) * Slightly quieted logging errors for failed texture decodes
* * minor: remove one mono warningJustin Clarke Casey2009-06-121-1/+1
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* Formatting cleanup. Ignore some generated files.Jeff Ames2009-06-091-2/+2
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* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-06-091-30/+45
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This change addresses two issues: [1] It adds a flag field to the blendface call which allows the caller to indicate whether or not the generated asset is temporary, and whether or not the asset being replaced should be explicitly retired fromt the memory cache. The decimal values correspond to: 0 - Permanent asset, do not expire old asset 1 - Permanent asset, expire old asset 2 - Temporary asset, do not expire old asset 3 - Temporary asset, expire old asset '3' corresponds to the default behavior seen today, and is the continued behavior of the non-blendface calls. [2] The dynamic texture routines are highly-asynchronous and can be scheduled simultaneously on a multi-core machine. The nature of the texture management interfaece is such that updates may be lost, and the nature of asynchornous operation means that they may be processed out of order. A lock has been added to ensure that updates are at least atomic. No attempt has been made to enforce ordering. The lock applies to the SceneObjectPart being updated and is held for the lifetime of the TextureEntry used to carry texture updates (the one instance carries all faces supported by the prim). Users of these services should remember that the dynamic texture call is asynchronous and control will be returned *before* the texture update has actually occurred. As a result, a isubsequent GetTexture call may not return the expected asset id. A script must wait for the corresponding TEXTURE_CHANGED event before retrieving any texture information.
* Comment out unused variables / private fields to avoid compiler warnings.Jeff Ames2009-06-041-1/+1
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* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-06-031-2/+5
| | | | | | | | | | | Modify dynamic texture handling so that an explicitly targetted face is not scheduled for immediate expiration. The requirement for precaching explicitly requires these assets to persist. They do however remain temporary. This approach leaves the legacy mode of operation (ALL_SIDES) unchanged in this respect.
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-05-221-11/+48
| | | | | | | | | | Changes to support client-side image pre-caching in the region. This commit adds an additional calling sequence to the DynamicTexture data and URL calls. The new interface allows a dynamic image to be loaded into a specific object face (rather than the mandatory ALL_SIDES supported today. This is in part fulfilment of ticket #458.
* cleaning out warnings.Dr Scofield2009-05-221-1/+1
| | | | | | NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that?
* Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva2009-05-151-3/+2
| | | | | | | | | | | | -- 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
* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-05-071-4/+15
| | | | | logs error message on empty data in DynamicTextureModule
* Thank you kindly, Thomax, for a patch that:Charles Krinke2009-05-031-1/+2
| | | | | | | | Does not set prims to fullbright when an ossl dynamic texture function is called.
* Update svn properties, add copyright header, formatting cleanup.Jeff Ames2009-03-311-34/+30
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* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-03-241-7/+37
| | | | | | | Changes to AssetCache and DynamicTextureModule to eliminate opportunities for lost texture updates.
* Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that:Charles Krinke2009-02-221-3/+6
| | | | | | | | | * Added log4net dependency to physxplugin in prebuild.xml. * Added missing m_log fields to classes. * Replaced Console.WriteLine with appropriate m_log.Xxxx * Tested that nant test target runs succesfully. * Tested that local opensim sandbox starts up without errors.
* From: Christopher Yeoh <yeohc@au1.ibm.com>Sean Dague2009-02-181-0/+12
| | | | | | | | | | | | | | The attached patch implements osGetDrawStringSize that looks like: vector osGetDrawStringSize(string contentType, string text, string fontName, int fontSize) in LSL. It is meant to be used in conjunction with the osDraw* functions. It returns accurate information on the size that a given string will be rendered given the specified font and font size. This allows for nicely formatted and positioned text on the generated image.
* - remove the Metadata property from AssetBase and return all previousMike Mazur2009-02-171-9/+9
| | | | | | | | | properties as before - prefix private variables with m_ in AssetBase.cs - related to Mantis #3122, as mentioned in https://lists.berlios.de/pipermail/opensim-dev/2009-February/005088.html - all services will likely need to be upgraded after this commit
* * refactor: remove AssetCache field hanging off SceneJustin Clarke Casey2009-02-161-3/+3
| | | | | | * This is always available at Scene.CommsManager.AssetCache
* large scale fix for svn props after "the great refactor"Sean Dague2009-02-121-11/+11
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* * optimized usings.lbsa712009-02-121-11/+11
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* this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield2009-02-101-0/+332
NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator