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. > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev > > > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev > -- =================================== http://osgrid.org/ http://simhost.com http://twitter.com/jstallings2
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