From f56dc5fcda16d96a309120b2a75a623cf455a8e8 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Wed, 30 Sep 2009 12:18:22 -0700 Subject: Attempting to improve the robustness of texture decoding by always ignoring 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 --- OpenSim/Region/Framework/Scenes/SceneManager.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneManager.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs index 0019b23..091a2d5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneManager.cs +++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs @@ -652,7 +652,7 @@ namespace OpenSim.Region.Framework.Scenes AssetBase ab = sn.AssetService.Get(arrassets[i].ToString()); if (ab != null && ab.Data != null) { - j2kdecode.syncdecode(arrassets[i], ab.Data); + j2kdecode.Decode(arrassets[i], ab.Data); } } ThreadTracker.Remove(thisthread); -- cgit v1.1