disable sculpt map caching until a better method of avoiding asset requests can be found
parent
9493de7f4e
commit
1609e7eac0
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@ -2967,10 +2967,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero)
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if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero)
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{
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{
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// check if a previously decoded sculpt map has been cached
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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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//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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// part.SculptTextureCallback(part.Shape.SculptTexture, null);
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else
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//else
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m_scene.AssetService.Get(
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m_scene.AssetService.Get(
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part.Shape.SculptTexture.ToString(), part, AssetReceived);
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part.Shape.SculptTexture.ToString(), part, AssetReceived);
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}
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}
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@ -2268,8 +2268,10 @@ if (m_shape != null) {
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{
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{
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if (m_shape.SculptEntry)
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if (m_shape.SculptEntry)
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{
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{
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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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m_shape.SculptData = texture.Data;
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m_shape.SculptData = texture.Data;
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if (PhysActor != null)
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if (PhysActor != null)
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@ -71,6 +71,7 @@ namespace OpenSim.Region.Physics.Meshing
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private const string baseDir = null; //"rawFiles";
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private const string baseDir = null; //"rawFiles";
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#endif
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#endif
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private bool cacheSculptMaps = false;
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private string decodedScultMapPath = "j2kDecodeCache";
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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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private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
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@ -186,7 +187,7 @@ namespace OpenSim.Region.Physics.Meshing
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if (primShape.SculptData.Length == 0)
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if (primShape.SculptData.Length == 0)
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return null;
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return null;
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if (primShape.SculptTexture != null)
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if (cacheSculptMaps && primShape.SculptTexture != null)
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{
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{
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decodedSculptFileName = System.IO.Path.Combine(decodedScultMapPath, "smap_" + primShape.SculptTexture.ToString());
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decodedSculptFileName = System.IO.Path.Combine(decodedScultMapPath, "smap_" + primShape.SculptTexture.ToString());
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try
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try
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@ -212,10 +213,12 @@ namespace OpenSim.Region.Physics.Meshing
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ManagedImage managedImage; // we never use this
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ManagedImage managedImage; // we never use this
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OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage, out idata);
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OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage, out idata);
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//if (File.Exists(System.IO.Path.GetDirectoryName(decodedScultMapPath)))
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if (cacheSculptMaps)
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{
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try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
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try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
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catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
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catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
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}
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}
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}
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catch (DllNotFoundException)
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catch (DllNotFoundException)
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{
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{
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m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
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m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
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