Rika Jun 30, 2009 10:50PM 1. No, no textures whatsoever are loaded by HTTP other than map textures. Period. I studied it with a packet sniffer.
Rika Jun 30, 2009 10:50PM 2. Yes, textures do load faster otherwise anyway. That they load slower for others at the same time implies that they did something to UDP
Rika Jun 30, 2009 10:52PM 3. As usual with official viewers, an NVidia GX260 and Core 2 Quad 'do not meet minimum requirements'.
Rika Jun 30, 2009 10:52PM 4. Some textures - the ones that load faster - fail to load completely at all.
Rika Jun 30, 2009 10:52PM 5. First it cleared my cache. Then it put it's own into a different location /anyway/, bloody thing.
Rika Jun 30, 2009 10:54PM In short, not fit to be a main viewer yet, though a diff of what exactly happened to UDP fetch would be interesting.
Rika Jun 30, 2009 10:58PM Upon some further reflection and waiting for inventory to reload with an open texture console...
Rika Jun 30, 2009 10:59PM 1. It also seems to load LESS textures. I.e. the number of simultaneous fetches is smaller.
Rika Jun 30, 2009 10:59PM 2. Right now I'm staring at the same texture being reloaded from the sim every second...
Rika Jun 30, 2009 11:04PM If it actually limits textures to load only to those that can be seen, most texture prefetching will become useless.
Rika Jun 30, 2009 11:08PM The viewer side of the HTTP texture download code is completed though, no doubt about it. If it worked, it would get rid of 80% of all lag.
Rika Jun 30, 2009 11:09PM Map can be loaded off http because it's stored on Amazon S3 for slurl.com anyway. Everything else would need a server on the sim side.
ChefKarl wonders Jun 30, 2009 11:09PM if and when they will get the server side finished to help reduce lag?
Rika Jun 30, 2009 11:11PM The code is pretty clear - viewer asks the caps system which URL to get textures from ("GetTexture" cap request)...
Rika Jun 30, 2009 11:12PM ...and then http-requests them off there giving texture key as a GET parameter to a web-something (which can be anything).
Rika Jun 30, 2009 11:12PM That anything doesn't exist yet, so "GetTexture" request results in nothing.
Rika Jun 30, 2009 11:13PM Mind you, they had the viewer side, unfinished and commented out in the published source, all the way since when it was first published.
℧cciekins says Jul 01, 2009 12:22AM Thanks! Didn't understand a lot of that but what I did explains much of what I've seen and sounds really cool.
Vεχtrα Jul 01, 2009 12:25AM Rika, I noticed an advanced menu option to turn on HTTP textures.. I'm sure you would have toggled this on in your tests?
Sylvie says Jul 01, 2009 12:40AM I've been using it. Been getting a strange error where prims rezzed onto a surface (eg table) sink slightly into the surface
Rika Jul 01, 2009 12:49AM Yes, obviously I turned the option on. I had it on forever, actually, because internally it's still the same ImagePipelineUseHTTP
Rika Jul 01, 2009 12:50AM Prims rezzed onto a surface sinking into that surface happens to me in 1.22 sometimes too.
GwynethLlewelyn says Jul 01, 2009 07:55AM Thanks, Rika! Soft Linden tends to confirm what you say, too, although nobody at the lab seems to be aware of what Philip's group doing.
GwynethLlewelyn says Jul 01, 2009 07:56AM They all believe that nothing works on the server side yet. Hmm. I wonder, though, if we could get OpenSim to work with it
Rika Jul 01, 2009 12:28PM Get it to answer caps request with a sensible root URL and put a php script nearby that extracts blobs from sql asset storage, it will.