From 0cbd9eee2f1ed501bb2bc912c560934feb3edb26 Mon Sep 17 00:00:00 2001 From: dahlia Date: Sun, 4 Oct 2009 02:14:13 -0700 Subject: Exclude sculpt proxies from mesh caching --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 29 +++++++++++++++++++++------ 1 file changed, 23 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region/Physics/Meshing') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index d56ddc8..ea6e10b 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -224,6 +224,14 @@ namespace OpenSim.Region.Physics.Meshing for (int i = 0; i < lodBytes.Length; i++) hash = djb2(hash, lodBytes[i]); + // include sculpt UUID + if (pbs.SculptEntry) + { + scaleBytes = pbs.SculptTexture.GetBytes(); + for (int i = 0; i < scaleBytes.Length; i++) + hash = djb2(hash, scaleBytes[i]); + } + return hash; } @@ -330,7 +338,7 @@ namespace OpenSim.Region.Physics.Meshing bool invert = ((primShape.SculptType & 64) != 0); sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert); - + idata.Dispose(); sculptMesh.DumpRaw(baseDir, primName, "primMesh"); @@ -484,12 +492,18 @@ namespace OpenSim.Region.Physics.Meshing public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) { + Mesh mesh = null; + ulong key = 0; + // If this mesh has been created already, return it instead of creating another copy // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory - ulong key = GetMeshKey(primShape, size, lod); - Mesh mesh = null; - if (m_uniqueMeshes.TryGetValue(key, out mesh)) - return mesh; + + if (! primShape.SculptEntry) + { + key = GetMeshKey(primShape, size, lod); + if (m_uniqueMeshes.TryGetValue(key, out mesh)) + return mesh; + } if (size.X < 0.01f) size.X = 0.01f; if (size.Y < 0.01f) size.Y = 0.01f; @@ -512,7 +526,10 @@ namespace OpenSim.Region.Physics.Meshing // trim the vertex and triangle lists to free up memory mesh.TrimExcess(); } - m_uniqueMeshes.Add(key, mesh); + + if (!primShape.SculptEntry) + m_uniqueMeshes.Add(key, mesh); + return mesh; } } -- cgit v1.1 From 95ebb7794cd016485f3ce4e4449091955a6e9eaf Mon Sep 17 00:00:00 2001 From: dahlia Date: Sun, 4 Oct 2009 02:59:12 -0700 Subject: flexible extrusion shape defaults to linear --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/Meshing') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index ea6e10b..0e29ccc 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -397,7 +397,7 @@ namespace OpenSim.Region.Physics.Meshing primMesh.pathCutBegin = pathBegin; primMesh.pathCutEnd = pathEnd; - if (primShape.PathCurve == (byte)Extrusion.Straight) + if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible) { primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10; primMesh.twistEnd = primShape.PathTwist * 18 / 10; -- cgit v1.1