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This happens completely without warning, causing joint data to not send at all and making animations stutter or not work at all.
It can also stops transmission of blendshapes sometimes.
A fix would be to instead send two or more separate packets (not NLPacketList) in such case, each containing partial set of updated bones.
I believe this would be pretty easy to do. A place to start is AvatarData.cpp:
int maximumByteArraySize = NLPacket::maxPayloadSize(PacketType::AvatarData) - sizeof(AvatarDataSequenceNumber);
if (avatarByteArray.size() > maximumByteArraySize) {
avatarByteArray = toByteArrayStateful(dataDetail, true);
if (avatarByteArray.size() > maximumByteArraySize) {
avatarByteArray = toByteArrayStateful(MinimumData, true);
if (avatarByteArray.size() > maximumByteArraySize) {
qCWarning(avatars) << "toByteArrayStateful() MinimumData resulted in very large buffer:" << avatarByteArray.size() << "... FAIL!!";
return 0;
}
}
}
This part should generate more packets instead if I understand correctly.
The text was updated successfully, but these errors were encountered:
This happens completely without warning, causing joint data to not send at all and making animations stutter or not work at all.
It can also stops transmission of blendshapes sometimes.
A fix would be to instead send two or more separate packets (not NLPacketList) in such case, each containing partial set of updated bones.
I believe this would be pretty easy to do. A place to start is AvatarData.cpp:
This part should generate more packets instead if I understand correctly.
The text was updated successfully, but these errors were encountered: