[sldev] Reformatting Textures for the cache
Skal Tura
skaltura at gmail.com
Thu Mar 22 02:49:24 PDT 2007
2007/3/22, Jippen <cheetahmorph at gmail.com>:
>
> MD5 hash? you must be joking! We _already_ have a perfectly useable
> way to do lookups! All images have a uuid. All you would need would be
> a basic sqlite table with uuid->filename lookups, or even just store
> them in the cache as "5748decc-f629-461c-9a36-a35a221fe21f.tga", etc.
> And, lets face it, if someone wants to use that trick to steal
> textures, they would be willing to steal them out of video ram or
> using thier own modded client to do so.
>
> I'm just proposing something that make sense to me. Might not work as
> well for objects or avatars, but it would do quite well for textures,
> which seem to be the biggest hog anyways.
>
>
You are completely right on the MD5 vs UUID, wasn't thinking applicaton
specific there.
To save memory i would get rid of - chars and .tga :) not much, but even
there's plenty of memory to fool around with, every byte still counts, don't
do memory hogs, make efficient use of memory ;)
Oh, and i'd prefer to use full blown MySQL but i haven't digged out would
there be an efficient way of distributing and controlling it application
specific. I know that some statistical software use it and has
auto-installer and everything, but conflicts if you already have MySQL, and
it needs to be 0-click thing for mainstream.
Can handling dynamic data within memory go much faster than what MySQL does?
Ofc, building inside app would be more faster as no interfacing would be
needed, but you get what i mean.
Or would that be overkill? ;)
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