Exclude sculpt proxies from mesh caching

prioritization
dahlia 2009-10-04 02:14:13 -07:00
parent 6878b26b0d
commit 0cbd9eee2f
1 changed files with 23 additions and 6 deletions

View File

@ -224,6 +224,14 @@ namespace OpenSim.Region.Physics.Meshing
for (int i = 0; i < lodBytes.Length; i++) for (int i = 0; i < lodBytes.Length; i++)
hash = djb2(hash, lodBytes[i]); hash = djb2(hash, lodBytes[i]);
// include sculpt UUID
if (pbs.SculptEntry)
{
scaleBytes = pbs.SculptTexture.GetBytes();
for (int i = 0; i < scaleBytes.Length; i++)
hash = djb2(hash, scaleBytes[i]);
}
return hash; return hash;
} }
@ -484,12 +492,18 @@ namespace OpenSim.Region.Physics.Meshing
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical)
{ {
Mesh mesh = null;
ulong key = 0;
// If this mesh has been created already, return it instead of creating another copy // If this mesh has been created already, return it instead of creating another copy
// For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
ulong key = GetMeshKey(primShape, size, lod);
Mesh mesh = null; if (! primShape.SculptEntry)
{
key = GetMeshKey(primShape, size, lod);
if (m_uniqueMeshes.TryGetValue(key, out mesh)) if (m_uniqueMeshes.TryGetValue(key, out mesh))
return mesh; return mesh;
}
if (size.X < 0.01f) size.X = 0.01f; if (size.X < 0.01f) size.X = 0.01f;
if (size.Y < 0.01f) size.Y = 0.01f; if (size.Y < 0.01f) size.Y = 0.01f;
@ -512,7 +526,10 @@ namespace OpenSim.Region.Physics.Meshing
// trim the vertex and triangle lists to free up memory // trim the vertex and triangle lists to free up memory
mesh.TrimExcess(); mesh.TrimExcess();
} }
if (!primShape.SculptEntry)
m_uniqueMeshes.Add(key, mesh); m_uniqueMeshes.Add(key, mesh);
return mesh; return mesh;
} }
} }