coment out mesh model upload code to add textures and individual meshs
assets to inventory, since it may actually be a bad ideia since good model textures are deply related to it and there is no current use for independent mesh assets. Added the option to have a reduced free for textures (2.5 C$ as is, total textures cost rounded to nearest int) compensating for the fact that they can't be used outside the model or its parts.avinationmerge
parent
ac2380bbfa
commit
51ca84afdf
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@ -116,8 +116,8 @@ namespace OpenSim.Region.ClientStack.Linden
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private bool m_dumpAssetsToFile = false;
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private string m_regionName;
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private int m_levelUpload = 0;
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private bool m_addNewTextures = false;
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private bool m_addNewMeshes = false;
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// private bool m_addNewTextures = false;
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// private bool m_addNewMeshes = false;
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public BunchOfCaps(Scene scene, Caps caps)
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{
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@ -607,6 +607,8 @@ namespace OpenSim.Region.ClientStack.Linden
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}
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}
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else if (inventoryType == "object")
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{
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if (assetType == "mesh") // this code for now is for mesh models uploads only
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{
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inType = (sbyte)InventoryType.Object;
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assType = (sbyte)AssetType.Object;
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@ -627,6 +629,10 @@ namespace OpenSim.Region.ClientStack.Linden
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textureAsset.Data = texture_list[i].AsBinary();
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m_assetService.Store(textureAsset);
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textures.Add(textureAsset.FullID);
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/*
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don't do this
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replace it by optionaly making model textures cost less than if individually uploaded
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since they can't be used for other purpuses
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// save it to inventory
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if (m_addNewTextures && AddNewInventoryItem != null)
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@ -660,9 +666,8 @@ namespace OpenSim.Region.ClientStack.Linden
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AddNewInventoryItem(m_HostCapsObj.AgentID, texitem, 0);
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texitem = null;
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}
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*/
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textureAsset = null;
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}
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// create and store meshs assets
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@ -674,6 +679,10 @@ namespace OpenSim.Region.ClientStack.Linden
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m_assetService.Store(meshAsset);
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meshAssets.Add(meshAsset.FullID);
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/* this was a test, funny and showed viewers deal with mesh inventory itens
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* nut also same reason as for textures
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* let integrated in a model cost eventually less than hipotetical independent meshs assets
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* that will be in inventory
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// save it to inventory
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if (m_addNewMeshes && AddNewInventoryItem != null)
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{
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@ -706,7 +715,7 @@ namespace OpenSim.Region.ClientStack.Linden
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AddNewInventoryItem(m_HostCapsObj.AgentID, meshitem, 0);
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meshitem = null;
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}
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*/
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meshAsset = null;
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}
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@ -845,6 +854,13 @@ namespace OpenSim.Region.ClientStack.Linden
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data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp));
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}
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else // not a mesh model
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{
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m_log.ErrorFormat("[CAPS Asset Upload] got unsuported assetType for object upload");
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return;
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}
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}
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AssetBase asset;
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asset = new AssetBase(assetID, assetName, assType, m_HostCapsObj.AgentID.ToString());
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asset.Data = data;
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@ -25,40 +25,67 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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public class ModelCost
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{
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float ModelMinCost = 5.0f; // try to favor small meshs versus sculpts
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// upload fee tunning paramenters
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// fees are normalized to 1.0
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// this parameters scale them to basic cost ( so 1.0 translates to 10 )
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const float primCreationCost = 0.01f; // 256 prims cost extra 2.56
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public float ModelMeshCostFactor = 1.0f; // scale total cost relative to basic (excluding textures)
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public float ModelTextureCostFactor = 0.25f; //(2.5c$) scale textures fee to basic.
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// promote integration in a model
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// since they will not show up in inventory
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public float ModelMinCostFactor = 0.5f; // minimum total model free excluding textures
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// weigthed size to money convertion
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const float bytecost = 1e-4f;
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// for mesh upload fees based on compressed data sizes
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// not using streaming physics and server costs as SL apparently does ??
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// itens costs in normalized values
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// ie will be multiplied by basicCost and factors above
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const float primCreationCost = 0.002f; // extra cost for each prim creation overhead
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// weigthed size to normalized cost
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const float bytecost = 1e-5f;
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// mesh upload fees based on compressed data sizes
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// several data sections are counted more that once
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// to promote user optimization
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// following parameters control how many extra times they are added
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// to global size.
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// LOD meshs
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const float medSizeWth = 1f; // 2x
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const float lowSizeWth = 1.5f; // 2.5x
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const float lowestSizeWth = 2f; // 3x
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// favor potencial optimized meshs versus automatic decomposition
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// favor potencially physical optimized meshs versus automatic decomposition
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const float physMeshSizeWth = 6f; // counts 7x
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const float physHullSizeWth = 8f; // counts 9x
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// stream cost area factors
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// more or less like SL
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const float highLodFactor = 17.36f;
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const float midLodFactor = 277.78f;
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const float lowLodFactor = 1111.11f;
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// physics cost is below, identical to SL, assuming shape type convex
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// server cost is below identical to SL assuming non scripted non physical object
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// internal
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const int bytesPerCoord = 6; // 3 coords, 2 bytes per each
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// storage for a single mesh asset cost parameters
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private class ameshCostParam
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{
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// LOD sizes for size dependent streaming cost
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public int highLODSize;
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public int medLODSize;
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public int lowLODSize;
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public int lowestLODSize;
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// normalized fee based on compressed data sizes
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public float costFee;
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// physics cost
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public float physicsCost;
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}
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// calculates a mesh model costs
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// returns false on error, with a reason on parameter error
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// resources input LLSD request
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// basicCost input region assets upload cost
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// totalcost returns model total upload fee
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// meshcostdata returns detailed costs for viewer
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public bool MeshModelCost(LLSDAssetResource resources, int basicCost, out int totalcost, LLSDAssetUploadResponseData meshcostdata, out string error)
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{
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totalcost = 0;
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// textures cost
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if (resources.texture_list != null && resources.texture_list.Array.Count > 0)
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{
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int textures_cost = resources.texture_list.Array.Count;
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textures_cost *= basicCost;
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float textures_cost = (float)(resources.texture_list.Array.Count * basicCost);
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textures_cost *= ModelTextureCostFactor;
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meshcostdata.upload_price_breakdown.texture = textures_cost;
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totalcost += textures_cost;
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itmp = (int)(textures_cost + 0.5f); // round
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meshcostdata.upload_price_breakdown.texture = itmp;
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totalcost += itmp;
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}
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// meshs assets cost
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if (meshcostdata.resource_cost < meshcostdata.simulation_cost)
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meshcostdata.resource_cost = meshcostdata.simulation_cost;
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// scale cost
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// at this point a cost of 1.0 whould mean basic cost
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meshsfee *= ModelMeshCostFactor;
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if (meshsfee < ModelMinCost)
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meshsfee = ModelMinCost;
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if (meshsfee < ModelMinCostFactor)
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meshsfee = ModelMinCostFactor;
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// actually scale it to basic cost
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meshsfee *= (float)basicCost;
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// scale cost with basic cost changes relative to 10
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meshsfee *= (float)basicCost / 10.0f;
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meshsfee += 0.5f; // rounding
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totalcost += (int)meshsfee;
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@ -192,6 +224,7 @@ namespace OpenSim.Region.ClientStack.Linden
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return true;
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}
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// single mesh asset cost
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private bool MeshCost(byte[] data, ameshCostParam cost, out string error)
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{
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cost.highLODSize = 0;
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return true;
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}
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// parses a LOD or physics mesh component
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private bool submesh(byte[] data, int offset, int size, out int ntriangles)
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{
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ntriangles = 0;
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return true;
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}
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// parses convex hulls component
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private bool hulls(byte[] data, int offset, int size, out int nvertices, out int nhulls)
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{
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nvertices = 0;
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return true;
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}
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// returns streaming cost from on mesh LODs sizes in curCost and square of prim size length
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private float streamingCost(ameshCostParam curCost, float sqdiam)
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{
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// compute efective areas
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h = 16;
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// compute cost weighted by relative effective areas
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float cost = (float)lst * mlst + (float)l * ml + (float)m * mm + (float)h * mh;
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cost /= ma;
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