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