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 _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges