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authorMelanie2012-07-31 23:38:01 +0200
committerMelanie2012-07-31 23:38:01 +0200
commite40e1dc9e6739aa927ae0e752bd9d6d9de714ca5 (patch)
tree44ba46072261ce8c12854345d6be5cd43b5ce6e2 /OpenSim/Region
parentReturn 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 '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs12
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);