[sldev] Improving rendering sequence

Argent Stonecutter secret.argent at gmail.com
Tue Jan 8 11:55:14 PST 2008


On 2008-01-08, at 13:32, Dave Parks wrote:
> Textures are prioritized based on how many pixels they cover on the  
> screen, and the priority is "boosted" based on different flags  
> defined in this enum (from llviewerimage.h):

Does BOOST_AVATAR* apply to textures on avatar attachments?

> Looking at the code, it looks like the sculpt textures might have a  
> 5 second delay between the texture being available and it actually  
> being applied to the prim, since mSculptChanged is the flag used to  
> determine when a sculpt gets rebuilt, and it only gets set in  
> LLVOVolume::updateTextures, which only gets called every 5 seconds  
> or on LOD switches or on vertex buffer rebuilds, whichever comes  
> first.  Room for improvement there.

How about not removing the sculpt texture from a prim when it's  
updated from the server until the replacement is available?



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