From 76206543e83661bbf04ee046b10b27736c589c81 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Sun, 25 Jan 2009 04:34:00 +0000 Subject: * Adds console command, 'predecode-j2k ' 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. --- .../Region/Environment/Modules/Agent/TextureSender/J2KDecoderModule.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Environment/Modules/Agent/TextureSender') 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 // Cache Decoded layers lock (m_cacheddecode) { - m_cacheddecode.Add(AssetId, layers); + if (!m_cacheddecode.ContainsKey(AssetId)) + m_cacheddecode.Add(AssetId, layers); } -- cgit v1.1