[sldev] Texture caching
Tateru Nino
tateru.nino at gmail.com
Tue Mar 20 05:51:37 PDT 2007
Umm. Someone correct me if I'm wrong.... Actually, _please_ someone tell
me that I'm wrong.
case LLAgent::TELEPORT_START_ARRIVAL:
// Transition to ARRIVING. Viewer has received
avatar update, etc., from destination simulator
gTeleportArrivalTimer.reset();
gViewerWindow->setProgressCancelButtonVisible(FALSE, "Cancel");
gViewerWindow->setProgressPercent(75.f);
gAgent.setTeleportState(
LLAgent::TELEPORT_ARRIVING );
gAgent.setTeleportMessage("Arriving...");
This >>>> gImageList.mForceResetTextureStats = TRUE;
break;
Now, I've glanced through. Doesn't this result in setting the max memory
cache size for textures back to zero, essentially discarding all
in-memory textures?
Wouldn't it be better to let the least-recently-seen algorithm take care
of invalidation?
So, am I wrong? Is this _not_ causing the viewer to discard all textures
cached in-memory during a teleport? (Evidence suggests strongly that
in-memory textures are being discarded on a teleport, and I'm pretty
sure that it's not necessary given the algorithms to manage that storage
- I let a location load for minutes, teleport away and teleport back,
and spend almost as many minutes watching those textures from 30 seconds
ago load and decode from the disk cache)
--
Tateru Nino
http://dwellonit.blogspot.com/
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