reinstate a hopefully more robust experimental decoded sculpt map caching scheme
parent
42fa7cf989
commit
05cbf0b502
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@ -2967,10 +2967,13 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero)
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{
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//// check if a previously decoded sculpt map has been cached
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//if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString())))
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// part.SculptTextureCallback(part.Shape.SculptTexture, null);
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//else
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// check if a previously decoded sculpt map has been cached
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if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString())))
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{
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m_log.Debug("[SCULPT]: found cached sculpt map - calling AssetReceived");
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part.SculptTextureCallback(part.Shape.SculptTexture, null);
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}
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else
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m_scene.AssetService.Get(
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part.Shape.SculptTexture.ToString(), part, AssetReceived);
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}
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@ -2982,10 +2985,11 @@ namespace OpenSim.Region.Framework.Scenes
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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{
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if (asset != null)
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SceneObjectPart sop = (SceneObjectPart)sender;
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if (sop != null)
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{
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SceneObjectPart sop = (SceneObjectPart)sender;
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if (sop != null)
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if (asset != null)
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sop.SculptTextureCallback(asset.FullID, asset);
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}
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}
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@ -2269,9 +2269,9 @@ if (m_shape != null) {
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if (m_shape.SculptEntry)
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{
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// commented out for sculpt map caching test - null could mean a cached sculpt map has been found
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if (texture != null)
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//if (texture != null)
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{
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//if (texture != null)
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if (texture != null)
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m_shape.SculptData = texture.Data;
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if (PhysActor != null)
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@ -71,7 +71,7 @@ namespace OpenSim.Region.Physics.Meshing
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private const string baseDir = null; //"rawFiles";
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#endif
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private bool cacheSculptMaps = false;
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private bool cacheSculptMaps = true;
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private string decodedScultMapPath = "j2kDecodeCache";
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private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
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@ -184,8 +184,8 @@ namespace OpenSim.Region.Physics.Meshing
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if (primShape.SculptEntry)
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{
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if (primShape.SculptData.Length == 0)
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return null;
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//if (primShape.SculptData.Length == 0)
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// return null;
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if (cacheSculptMaps && primShape.SculptTexture != null)
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{
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@ -196,6 +196,8 @@ namespace OpenSim.Region.Physics.Meshing
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{
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idata = Image.FromFile(decodedSculptFileName);
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}
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else if (primShape.SculptData.Length == 0)
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return null;
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}
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catch (Exception e)
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{
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