On Mon, 18 Feb 2013 03:02:40 -0000, MartinRJ Fayray wrote:

> I fixed that by comparing the original scale versus the new target
> scale (instead of comparing the original scale versus the new
> interpolated target scale), in lldrawable.cpp "updateXform" to decide
> whether a scale change requires an immediate rebuild or not.

Yes, the child primitive is properly resized in this case, BUT, it
snaps to its new size instead of resizing smoothly (which basically
means that the server side smooth resizing is done for nothing at
all !...). It's not very pretty and I'm pretty sure some makers and
vendors of scripted items (especially the ones with apparent
"mechanics" in their products) will not like it...

Granted:
LLVector3 vec = mCurrentScale - dest_scale;
if (vec * vec > MIN_INTERPOLATE_DISTANCE_SQUARED)

causes less stress than:
if (old_scale != target_scale)

But it's pretty rethorical and theorical since I'm still to see
a sim where thousands of child prims would resize simultaneously
to have high enough an impact on the frame rate in the second
case...

Henri.
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