* Adds console command, 'predecode-j2k <number of threads>' to load all of the texture assets from the scene and decode the j2k layer data to cache. The work is split between the number of threads you specify. A good number of threads value is the number of cores on your machine minus 1.

* Increases the number of ImageDataPackets we send per PriorityQueue pop and tweak it so that the number of packets is ( (2 * decode level) + 1 ) * 2, and (((2 * (5-decode level)) + 1) * 2).  The first one sends more data for low quality textures, the second one sends more data for high quality textures.
This commit is contained in:
Teravus Ovares
2009-01-25 04:34:00 +00:00
parent 676b7c1073
commit 76206543e8
4 changed files with 153 additions and 2 deletions

View File

@@ -236,7 +236,8 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureSender
// Cache Decoded layers
lock (m_cacheddecode)
{
m_cacheddecode.Add(AssetId, layers);
if (!m_cacheddecode.ContainsKey(AssetId))
m_cacheddecode.Add(AssetId, layers);
}