You could technically watermark the images and have the display code just
remove that mark.
If it cant find the mark its considered corrupt.

On Thu, Sep 16, 2010 at 6:45 PM, JB Hancroft <jbhancr...@gmail.com> wrote:

> >  This viewer would get blacklisted before it ever got out the door.
>
> Because... it would be non-compliant in some way?
>
>
> On Thu, Sep 16, 2010 at 7:36 PM, Dale Mahalko <dmaha...@gmail.com> wrote:
>
>> I just don't have the motivation for it myself, but I would really
>> like it if a 3rd party developer would gut out LL's texture cache and
>> eliminate the VFS, and replace them with a simple disk cache that
>> writes all assets in raw format, with files named by UUID on disk.
>>
>> * Decode all JPEG2000's once, to all levels of mipmap scale, and write
>> the raw RGB mipmaps to disk as individual files (UUID+mipscale.bmp),
>> discarding the source JP2's.
>>
>> * Decode all OGGs to WAV once, and write the raw WAV to disk,
>> discarding the OGGs.
>>
>> * Oh, and don't ever delete any assets until your dedicated 2 terabyte
>> cache drive is 99.99% full.
>>
>> * Let the local operating system deal with the file caching. If you
>> have 4+ gig of system memory, let the OS manage it for caching
>> frequently accessed world data.
>>
>> This cache would much simpler than the layered mess of caches
>> currently used, and it would give a speed boost over the constant JP2
>> to RGB mipmap decoding and discarding that is in place now. Decode
>> once and don't ever do it again.
>>
>> ,
>>
>> But I know it is just a dream. LL will never let it happen since it
>> will lay bare the data contents of every prim, texture, and object in
>> the virtual world, rather than obfuscating asset storage within the
>> current VFS / JP2 method.
>>
>> This viewer would get blacklisted before it ever got out the door.
>>
>> - Dale Mahalko / Scalar Tardis
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>
>
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