grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
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10-24-2006 18:43
Is there an easy way to get all the library texture keys in a notecard?
I want to throw together a quick sim killer for the preview grid and I need a large texture list.
If I am correct the sim should have lots of time dilation after a short period of using the script.
PS: What I am doing is emulating what happens on the main grid, but over a shorter period of time.
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Escort DeFarge
Together
Join date: 18 Nov 2004
Posts: 681
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10-25-2006 01:37
I'd probably drop a copy of them all into a prim and cycle through them printing out the texture key to debug channel.
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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10-25-2006 02:25
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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
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10-25-2006 16:27
1. There is a limit to how many textures can be contained in a prim
2. The "Client Asset Keys" are for the client UI textures and are therefore not part of the sim cache system.
I can do it the hard way by dropping library textures into prims and have clusters of prims.
The goal is to have each prim update the texture every 30 seconds or so and keep the client constantly downloading unique textures that it has not seen before. This would emulate some areas of the main grid and hopefully help test the memory leak issue that causes Time dilation.
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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10-25-2006 19:04
not that ive been decompiling SL but if you nose around theres not a single texture, interface library textures ect are just lists of keys, which afik goes tru the exact same process as any other texture key
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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10-26-2006 01:31
From: grumble Loudon 1. There is a limit to how many textures can be contained in a prim
2. The "Client Asset Keys" are for the client UI textures and are therefore not part of the sim cache system.
I can do it the hard way by dropping library textures into prims and have clusters of prims.
The goal is to have each prim update the texture every 30 seconds or so and keep the client constantly downloading unique textures that it has not seen before. This would emulate some areas of the main grid and hopefully help test the memory leak issue that causes Time dilation. Ah my apologies didnt understand the difference.
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