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authorUbitUmarov2012-10-19 03:50:00 +0100
committerUbitUmarov2012-10-19 03:50:00 +0100
commitb51c26ab40579a3e7a21df54b15a72a5c464ae41 (patch)
treea6e12a07945802c737215849f9d91fceee7aa7d4
parent[UNTESTED] core Ode: let broken mesh physical prims collide with land as (diff)
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UbitOde stop doing a copy of the asset data using just the reference to
it. It costs a lot of cpu and doesn't seem all that usefull.
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs5
1 files changed, 3 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
index 73dd2fd..5030cec 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
@@ -914,8 +914,9 @@ namespace OpenSim.Region.Physics.OdePlugin
914 if (repData.pbs.SculptTexture != repData.assetID) 914 if (repData.pbs.SculptTexture != repData.assetID)
915 return; 915 return;
916 916
917 repData.pbs.SculptData = new byte[asset.Data.Length]; 917// repData.pbs.SculptData = new byte[asset.Data.Length];
918 asset.Data.CopyTo(repData.pbs.SculptData,0); 918// asset.Data.CopyTo(repData.pbs.SculptData,0);
919 repData.pbs.SculptData = asset.Data;
919 repData.meshState = MeshState.AssetOK; 920 repData.meshState = MeshState.AssetOK;
920 m_worker.AssetLoaded(repData); 921 m_worker.AssetLoaded(repData);
921 } 922 }