[sldev] Reformatting Textures for the cache

Tim Shephard tshephard at gmail.com
Thu Mar 22 00:30:25 PDT 2007

Nah, it's a great idea Dzonatas.   We're talking about 4 level cache
instead of three levels.

A cache level for rarely seen textures which could be compressed down
into a very low rez version.    As the textures are seen more, the y
migrate to a higher cache level, all the way up to uncompressed.

Good stuff.

On 3/21/07, Dzonatas <dzonatas at dzonux.net> wrote:
> Dzonatas wrote:
> > I see some have suggested to store the textures in a different format.
> >
> > What I suggest is to store the textures in a minimal format, like if
> > the textures normaly take 102Kb to store then squish it down to 5Kb.
> > That way we can get more textures into the cache, and we won't be
> > looking at gray cities. Yep, they won't be high detail, but they'll
> > give us a nicer view quicker.
> hehe... I should triple re-read what I wrote especially when I'm only
> half awake and without java.
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