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authorUbitUmarov2013-05-29 02:08:14 +0100
committerUbitUmarov2013-05-29 02:08:14 +0100
commit4e72cf9ee21dd8833af860fa5af4fc91e11018cb (patch)
treedc3992d2d9383172524eeacf939d9a3bca165ad2 /OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
parentAllow Linden trees to preserve their type when taken into inventory and rezze... (diff)
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*** DANGER TESTING **** changed prims mesh generation hopefully removing
spurius faces. CHanged several aspects. Fixed prims inertia that was too low, still using box as model. Increased number of quickstep SOR iterations to 15. Keep it 15 even on heavy load ( will only jump simulation time).
Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs')
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
index 0df71eb..5030cec 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
@@ -448,7 +448,7 @@ namespace OpenSim.Region.Physics.OdePlugin
448 else 448 else
449 { 449 {
450 repData.meshState = MeshState.needMesh; 450 repData.meshState = MeshState.needMesh;
451 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, false, convex, true); 451 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex, true);
452 if (mesh == null) 452 if (mesh == null)
453 { 453 {
454 repData.meshState = MeshState.MeshFailed; 454 repData.meshState = MeshState.MeshFailed;
@@ -513,7 +513,7 @@ namespace OpenSim.Region.Physics.OdePlugin
513 clod = (int)LevelOfDetail.Low; 513 clod = (int)LevelOfDetail.Low;
514 } 514 }
515 515
516 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, false, convex, true); 516 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex, true);
517 517
518 if (mesh == null) 518 if (mesh == null)
519 { 519 {
@@ -929,4 +929,4 @@ namespace OpenSim.Region.Physics.OdePlugin
929 repData.actor.Name); 929 repData.actor.Name);
930 } 930 }
931 } 931 }
932} 932} \ No newline at end of file