Attachments can be dropped and then need the proxy again.

Melanie

On 27/03/2014 19:29, Dahlia Trimble wrote:
> Another strategy may be do something along the lines of deleting it if the
> SOP is part of an attachment. Attachments are phantom and do not need
> physics proxies.
> 
> 
> On Thu, Mar 27, 2014 at 11:26 AM, Dahlia Trimble 
> <dahliatrim...@gmail.com>wrote:
> 
>> That field contains the asset data, which, in the case of a sculptie is
>> not a mesh but a texture. For ODE, the resulting mesh will be cached once
>> generated and reused, however the asset will need to be reaccessed later if
>> a mesh with another scale is required, or one with different optional
>> parameters such as invert or mirror being set. If you remove the asset
>> data, it will need another asset fetch and multiple attempts to create a
>> mesh until the asset becomes available again. I'd suggest *not* removing
>> the asset data, but rather exclude it from the serialization when it's
>> being stored for attachment purposes so as to reduce as many asset fetches
>> as possible and keep sim startup/load time low.
>>
>>
>> On Thu, Mar 27, 2014 at 10:41 AM, James Stallings II <
>> james.stalli...@gmail.com> wrote:
>>
>>> 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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>>>
>>>
>>>
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