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Oldest and nearest are different classes of things, but given the
context, I'm going to guess you meant far to near.

The texture priority is determined within the viewer, and, in theory
(and my understanding of code last time I worked around it), gives
higher priority (fetch and decode) to textures that has higher visual
impact, eg. larger area on screen.

The loading far vs near you mention is object loading, which, to my
understanding, is controlled by the sim via the "interest lists".
These will be getting updated as a later part of this project, or
another, I think.


On 8/3/2012 6:05 AM, Robert Martin wrote:
> One side bar to this is the problem of what order textures are
> being fetched Is the order still by oldest texture first or has
> that been fixed to nearest texture first?? ( it would help the
> expedience if the avatars textures were loaded first and then the
> stuff near to the avatar was loaded [followed by everything else])
> 
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