<commit_before>// Proprietary code of Avination Virtual Limited
// (c) 2012 <NAME>, <NAME>
//

using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Text;

using OpenMetaverse;
using OpenMetaverse.StructuredData;

using OpenSim.Framework;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Framework.Capabilities;

using ComponentAce.Compression.Libs.zlib;

using OSDArray = OpenMetaverse.StructuredData.OSDArray;
using OSDMap = OpenMetaverse.StructuredData.OSDMap;

namespace OpenSim.Region.ClientStack.Linden
{
    public struct ModelPrimLimits
    {
        
    }

    public class ModelCost
    {

        // upload fee tunning paramenters
        // fees are normalized to 1.0
        // this parameters scale them to basic cost ( so 1.0 translates to 10 )

        public float ModelMeshCostFactor = 1.0f; // scale total cost relative to basic (excluding textures)
        public float ModelTextureCostFactor = 0.25f; //(2.5c$) scale textures fee to basic.
                                                     //   promote integration in a model
                                                     // since they will not show up in inventory                                                                                                       
        public float ModelMinCostFactor = 0.5f; // minimum total model free excluding textures

        // itens costs in normalized values
        // ie will be multiplied by basicCost and factors above
        const float primCreationCost = 0.002f;  // extra cost for each prim creation overhead
        // weigthed size to normalized cost
        const float bytecost = 1e-5f;

        // mesh upload fees based on compressed data sizes
        // several data sections are counted more that once
        // to promote user optimization
        // following parameters control how many extra times they are added
        // to global size.
        // LOD meshs
        const float medSizeWth = 1f; // 2x
        const float lowSizeWth = 1.5f; // 2.5x
        const float lowestSizeWth = 2f; // 3x
        // favor potencially physical optimized meshs versus automatic decomposition
        const float physMeshSizeWth = 6f; // counts  7x
        const float physHullSizeWth = 8f; // counts  9x      
<commit_msg>Change texture price back to 10 C$<commit_after>// Proprietary code of Avination Virtual Limited
// (c) 2012 <NAME>, <NAME>
//

using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Text;

using OpenMetaverse;
using OpenMetaverse.StructuredData;

using OpenSim.Framework;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Framework.Capabilities;

using ComponentAce.Compression.Libs.zlib;

using OSDArray = OpenMetaverse.StructuredData.OSDArray;
using OSDMap = OpenMetaverse.StructuredData.OSDMap;

namespace OpenSim.Region.ClientStack.Linden
{
    public struct ModelPrimLimits
    {
        
    }

    public class ModelCost
    {

        // upload fee tunning paramenters
        // fees are normalized to 1.0
        // this parameters scale them to basic cost ( so 1.0 translates to 10 )

        public float ModelMeshCostFactor = 1.0f; // scale total cost relative to basic (excluding textures)
        public float ModelTextureCostFactor = 1.00f; // keep full price because texture price
                                                     // is based on it's storage needs not on usability
        public float ModelMinCostFactor = 0.5f; // minimum total model free excluding textures

        // itens costs in normalized values
        // ie will be multiplied by basicCost and factors above
        const float primCreationCost = 0.002f;  // extra cost for each prim creation overhead
        // weigthed size to normalized cost
        const float bytecost = 1e-5f;

        // mesh upload fees based on compressed data sizes
        // several data sections are counted more that once
        // to promote user optimization
        // following parameters control how many extra times they are added
        // to global size.
        // LOD meshs
        const float medSizeWth = 1f; // 2x
        const float lowSizeWth = 1.5f; // 2.5x
        const float lowestSizeWth = 2f; // 3x
        // favor potencially physical optimized meshs versus automatic decomposition
        const float physMeshSizeWth = 6f; // counts  7x
        const float physHullSizeWth = 8f; // counts  9x      

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