* Performance Changes:

* Moves Entity Updates into a seperate thread, allowing for OpenSim to utilize a computers CPU more effectively in return for potentially greater user and prim capacity.
* Removes an expensive Sqrt call performed during Update on each object. This should lower CPU requirements for high-prim regions with physics enabled.
* MXP Changes: Centers the region around 0,0 for primitives instead of 128,128. Prim display should now look more correct for MXP viewers.
This commit is contained in:
Adam Frisby
2009-02-23 06:55:42 +00:00
parent dba8c90611
commit c2f3ff872d
4 changed files with 35 additions and 4 deletions

View File

@@ -577,7 +577,9 @@ namespace OpenSim.Client.MXP.ClientStack
pe.ObjectFragment.AngularAcceleration = new float[4];
pe.ObjectFragment.AngularVelocity = new float[] { rvel.X, rvel.Y, rvel.Z, 0.0f };
pe.ObjectFragment.BoundingSphereRadius = primShape.Scale.Length()/2.0f;
pe.ObjectFragment.Location = new float[] { pos.X, pos.Y, pos.Z };
pe.ObjectFragment.Location = new float[] { pos.X - 120.0f, pos.Z, pos.Y - 128.0f };
pe.ObjectFragment.Mass = 1.0f;
pe.ObjectFragment.ObjectId = objectID.Guid;
pe.ObjectFragment.Orientation = new float[] { rotation.X, rotation.Y, rotation.Z, rotation.W };