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authorDan Lake2009-09-24 10:00:31 -0700
committerdahlia2009-09-24 18:20:59 -0700
commit1b2828f5d859d2941167b0457158142e683efe39 (patch)
treec1cdac03732aed67c8d99ce6692f99c806c8d1c4 /OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
parentmodify BulletDotNETPrim.cs in preparation for Mantis #4181 (diff)
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Meshmerizer stores dictionary of unique Meshes keyed on construction parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE
Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs17
1 files changed, 3 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 673ae39..032b5df 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -82,7 +82,6 @@ namespace OpenSim.Region.Physics.OdePlugin
82 82
83 // private float m_tensor = 5f; 83 // private float m_tensor = 5f;
84 private int body_autodisable_frames = 20; 84 private int body_autodisable_frames = 20;
85 private IMesh primMesh = null;
86 85
87 86
88 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom 87 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
@@ -814,14 +813,10 @@ namespace OpenSim.Region.Physics.OdePlugin
814 } 813 }
815 } 814 }
816 815
817 IMesh oldMesh = primMesh; 816 float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
817 int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
818 818
819 primMesh = mesh; 819 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
820
821 float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
822 int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
823
824 primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory
825 820
826 int VertexCount = vertexList.GetLength(0)/3; 821 int VertexCount = vertexList.GetLength(0)/3;
827 int IndexCount = indexList.GetLength(0); 822 int IndexCount = indexList.GetLength(0);
@@ -847,12 +842,6 @@ namespace OpenSim.Region.Physics.OdePlugin
847 return; 842 return;
848 } 843 }
849 844
850 if (oldMesh != null)
851 {
852 oldMesh.releasePinned();
853 oldMesh = null;
854 }
855
856 // if (IsPhysical && Body == (IntPtr) 0) 845 // if (IsPhysical && Body == (IntPtr) 0)
857 // { 846 // {
858 // Recreate the body 847 // Recreate the body