Age | Commit message (Collapse) | Author |
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from cache
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on and off.
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HTTP when all objects loading are done.
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As a viewer architect, I would like to understand how fast each of the components of the texture pipeline can run in isolation
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when the camera is still
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(current, requested, full)
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avoid artifacts.
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Destroying Frame Rate.
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and beyond: fixed the thread-safe and highest texture resolution flaws in the mesh texture uploading flow.
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LLViewerFetchedTexture::forceToSaveRawImage(int,bool)
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globals and magic strings, enforce naming conventions
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2.x and 1.23.
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complete) implementation in llimagej2c
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back-out the back-out for this branch. yay.
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Backing out this merge that I pushed (prematurely) to the wrong place.
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Improved the following:
1, make sure the texture callback queue is properly handled and cleaned in time;
2, estimate the LLVOTree pixel area more accurately;
3, eliminate the possibility of back and forth stopping/restarting a texture fetching
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feeeeling.
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llviewertexture.cpp]
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EXT-7399: FIXED: 2.0.2 with http textures loads textures slower than 1.23.5
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fix for EXT-7500: Texture Jamming problems with http texture off;
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off.
Raise priorities of textures for self avatar to the highest.
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either direction) when HTTP Textures is enabled
Fixed baked textures downloading. Uploading will be fixed on the server side.
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This fix should be able to improve the speed of loading texturs from cache noticeably (30% or more). More fix to come.
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pipeline; EXT-4612: failing assert LLViewerTexture::setDecodePriority: ASSERT (!mInImageList); EXT-4912: Texture alpha mask is not applied on the first frame after decode.
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for EXT-5550: Viewer locks up consistently on the same sim.
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