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Share More sharing options Followers 0. Or Right click the image in your inventory and chose "save as". It depends on the viewer you use. First open the texture on your screen and make sure that window is selected.
Then look for the command. What you are looking for is 'save file' 'save preview' or save file as tga, png, etc. Sometimes it is in the file menu on V1 based viewers or avatar menu newer viewers.
It could also be on the box that displays the texture you've opened. If you still can't find it after reading the above, post the name of the viewer and version you use for additional help. You can do this by editing your post. The relationship between the threads and workers described in this section is shown in the "Texture Threads" and "Texture Workers" simplified class diagrams found on the right hand side.
You can view larger versions of the diagrams by clicking on them, or you can open the larger versions in another browser window. Some of the variable names from the source code have been renamed in the diagrams to simplify the explanation.
All threads involved with texture handling are of the LLQueuedThread class derived from LLThread , meaning that they essentially run all the time and handle work bundle. This allows lengthy operations like fetching textures While debugging or tracing threads, a good advice is to "follow the mutex".
This is the most complete thread of the list. The complexity comes from the fact that the work order on that thread do instantiate other work orders on other threads to get the work done.
An additional complexity is that there are several queues and, therefore, several mutexes handled on that thread making the deciphering of the state of the work orders on the thread a tad difficult. Basically though, the thread follows for each work order the narrative described above. Here's a complete trace of how the LLTextureFetch thread handles an http texture retrieval from the request creation to the image decoding passed to the image list:.
The LLTextureCache thread takes care of saving and loading image files on the local file system, aka "cached" files as those files are supposed to be downloaded from SL servers or other web resources e. Amazon S3. Note that in fact, some of those "cached" files are downloaded at install time with the application bundle so they are not truly "cached" but, heck This thread allows the rest of the viewer application to request image files using file names, URLs or UUIDs transparently and rely on the LLTextureCache thread to load the cached version if it has already been downloaded.
For this to work, we would need a convention to convert URLs to local file name using a parsing convention and there's no such system in place yet. Besides, the system would have to handle obsolete files, modified files, etc The LLTextureCache thread is a worker thread like almost all other threads in the viewer meaning that it is started at launch and keeps running for the whole life time of the application.
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