On Thu, 16 Sep 2010 18:36:50 -0500
Dale Mahalko <dmaha...@gmail.com> wrote:

> * 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.

high load, and next time u see same object the viewer should download
again the texture, re-decode it, match checksums, store decoded data if
checksum don't match or skip if match (job of cache is store the know
data), you don't save a bit, waste more bandwith.
It may work with non-decoded data, but if not decoded is *actual* cache
system...

> * Decode all OGGs to WAV once, and write the raw WAV to disk,
> discarding the OGGs.

nice way to store music on stream....

> * Oh, and don't ever delete any assets until your dedicated 2 terabyte
> cache drive is 99.99% full.

every cached file can be touched everytime used, and only oldest file
deleted if cache close to be 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.

if i have 4+GB i use a ramdisk as cache... XD

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