save a expensive call to CameraPosition
parent
a4ed6111b0
commit
ed74fb5da4
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@ -3880,7 +3880,8 @@ namespace OpenSim.Region.Framework.Scenes
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if(tdiff < Scene.ReprioritizationInterval)
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if(tdiff < Scene.ReprioritizationInterval)
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return;
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return;
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Vector3 diff = CameraPosition - m_lastCameraPosition;
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Vector3 pos = CameraPosition;
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Vector3 diff = pos - m_lastCameraPosition;
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float limit;
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float limit;
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if(IsChildAgent)
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if(IsChildAgent)
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limit = (float)Scene.ChildReprioritizationDistance;
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limit = (float)Scene.ChildReprioritizationDistance;
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@ -3892,7 +3893,7 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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return;
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m_reprioritizationBusy = true;
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m_reprioritizationBusy = true;
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m_lastCameraPosition = CameraPosition;
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m_lastCameraPosition = pos;
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Util.FireAndForget(
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Util.FireAndForget(
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o =>
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o =>
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