Knock 'em dead Oren xD

On Thu, Mar 27, 2014 at 11:29 AM, Melanie <mela...@t-data.com> wrote:

> Looks like you found the culprit! All those suggestions sound good.
>
> Melanie
>
> On 27 Mar 2014, at 17:03, Oren Hurvitz <or...@kitely.com> wrote:
>
> When a prim is a Sculptie or Mesh, the prim's shape contains a field called
> SculptData which stores the full mesh or texture (for sculpties). If the
> prim is serialized then the field "SculptData" is also serialized, which is
> a problem because it contains the entire contents of the mesh or texture.
> This makes actions such as detaching a mesh attachment extremely slow.
>
> I think that we should remove SculptData from the serialized XML format of
> prims. This means that we'll stop serializing it, and when we get an XML
> with SculptData we'll ignore it.
>
> See also: http://opensimulator.org/mantis/view.php?id=7038 ("Unwearing
> mesh
> attachments very slow").
>
> As far as I can tell, the shape's SculptData field (in memory) should
> usually be empty. It only needs to be filled with the asset data in two
> cases:
> 1. When the mesh is first uploaded
> 2. If the Physics system needs to create a physics mesh
>
> In both cases, after the mesh data has been used it should be cleared
> immediately, to save memory.
>
> Regarding the behavior of the physics system, I see a few things that could
> be a problem with the way it's currently implemented. What currently
> happens
> is this: ODEPrim.CheckMeshAsset() loads the mesh/sculptie data if it's
> needed. Later, Meshmerizer.CreateMeshFromPrimMesher() clears the data once
> it has finished using it. This raises a couple of questions:
>
> 1. Where does BulletSim load the mesh data? It doesn't use ODEPrim.
> 2. It looks like Meshmerizer.CreateMeshFromPrimMesher() can sometimes
> return
> early, without clearing the mesh data. Seems to me that it should always
> clear it.
>
> So besides removing "SculptData" from the XML format of prims, I also want
> to make Meshmerizer clear the data more aggressively. And I don't know how
> BulletSim uses meshes, but perhaps it also needs to be changed.
>
> Thoughts?
>
> Oren
>
>
>
> --
> View this message in context:
> http://opensim-dev.2196679.n2.nabble.com/Stop-saving-SculptData-in-serialized-SceneObjects-tp7579079.html
> Sent from the opensim-dev mailing list archive at Nabble.com.
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