

- How to use sl cache viewer registration#
- How to use sl cache viewer password#
- How to use sl cache viewer license#
How to use sl cache viewer password#
Visit the Second Life website to recover your name / password if you have forgotten it. Is your password entered correctly in the password box? Remember, your password is case sensitive. Is your user name entered correctly with your SL first name in the first box and your last name in the second box? 'Your user name and/or password is incorrect.'

See error messages below for more information: You will not be able to use Second Life until your account has been activated.ĭo you see an error message when log in fails?
How to use sl cache viewer registration#
If yes, have you registered at the Second Life website, received an e-mail to confirm registration and followed the link in the e-mail to activate your account? Is it your first time attempting to login? Please use the Talk page to continue discussion.This tutorial explains some problems that can occur when attempting to log in to Second Life. Reformatted textures, being changed from jpeg2000 to TGA (with or without RLE), BMP, GIF, or downsampled.Fixed block size cache to store images of any size that is a power of 2.A flexible policy architecture would be able to discard, cache, retrieve, and migrate texture data from one level to the next as is appropiate with an external XML file to facilitate fine tuning of policy parameters.Multi-level cache for uncompressed and compressed textures.Current ideas/subjects discussed from the mailing list include: The texture cache is a hot topic for optimization. Main Article: SLDEV Discussion - Texture Cache Plan of Attack
How to use sl cache viewer license#
Patent encumbered, however IBM will grant license for open source use only. ARC Algorithm designed by IBM Research as an improvement over LRU.However, in order to further implement the ideas being suggested in the discussion about the medium format and pixel coverage, we could adapt the 2Q system. The drawback is of low impact to the the current design since the significant pixel coverage data is stored in memory. The 2Q's intended implementation may not easily allow for extra values in the cache system to determine factors of pixel coverage. Only drawback noticed so far is that it appears to carry a specific implementation, but this drawback will need to be confirmed. Benefits include that the 2Q method has already been studied by other groups and that it is possible to fit this method into the current design. However, there is significant data to move to a new system for the method to determine the storage time. At this time, the format of the medium is still under discussion. Beyond the view of the texture cache, there is the method to which to determine how long a texture is stored in the cache and there is medium format of the textures being stored. In the discussion of the texture cache has, it is apparent that there are two separate issues involved. all of the texture minus the header Analysis U32 mTime // unused TODO: create separate structure without this entryīody of the texture, i.e. S32 mSize // size of texture body stored on disk Old entries are purged until 10% of the disk cache is available.Only the latest entry for each texture is retained.On startup and when the disk cache becomes full, textures.cache is parsed.This prevents the disk cache from having to explicitly keep track of which entries have bodies stored in the main cache.

