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author | Melanie | 2012-07-31 23:38:01 +0200 |
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committer | Melanie | 2012-07-31 23:38:01 +0200 |
commit | e40e1dc9e6739aa927ae0e752bd9d6d9de714ca5 (patch) | |
tree | 44ba46072261ce8c12854345d6be5cd43b5ce6e2 /OpenSim/Region/Framework/Scenes | |
parent | Return world rotation on llGetObjectDetails()'s OBJECT_ROT (diff) | |
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Reverse a senseless change in the prioritizer. Why I would want avatars to render according to their camera position is beyond me.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Prioritizer.cs | 12 |
1 files changed, 9 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index 0a34a4c..ddae073 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs | |||
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
212 | } | 212 | } |
213 | 213 | ||
214 | // Use the camera position for local agents and avatar position for remote agents | 214 | // Use the camera position for local agents and avatar position for remote agents |
215 | Vector3 presencePos = (presence.IsChildAgent) ? | 215 | // Why would I want that? They could be camming but I still see them at the |
216 | presence.AbsolutePosition : | 216 | // avatar position, so why should I update them as if they were at their |
217 | presence.CameraPosition; | 217 | // camera positions? Makes no sense! |
218 | // TODO: Fix this mess | ||
219 | //Vector3 presencePos = (presence.IsChildAgent) ? | ||
220 | // presence.AbsolutePosition : | ||
221 | // presence.CameraPosition; | ||
222 | |||
223 | Vector3 presencePos = presence.AbsolutePosition; | ||
218 | 224 | ||
219 | // Compute the distance... | 225 | // Compute the distance... |
220 | double distance = Vector3.Distance(presencePos, entityPos); | 226 | double distance = Vector3.Distance(presencePos, entityPos); |