* 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

@@ -1733,12 +1733,12 @@ namespace OpenSim.Region.Framework.Scenes
//return;
//}
if ((Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02) && UsePhysics)
if (Util.DistanceLessThan(lastPhysGroupPos, AbsolutePosition, 0.02) && UsePhysics)
{
m_rootPart.UpdateFlag = 1;
lastPhysGroupPos = AbsolutePosition;
}
//foreach (SceneObjectPart part in m_parts.Values)
//foreach (SceneObjectPart part in m_parts.Values)
//{
//if (part.UpdateFlag == 0) part.UpdateFlag = 1;
//}