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author | Diva Canto | 2015-09-04 10:54:04 -0700 |
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committer | Diva Canto | 2015-09-04 10:54:04 -0700 |
commit | 218eb908be33c1f9694562998e2d4d0b991f58f9 (patch) | |
tree | b008afd50ab443423be13811c1bdd18829e9e27f /OpenSim | |
parent | Deleted commented code (diff) | |
download | opensim-SC-218eb908be33c1f9694562998e2d4d0b991f58f9.zip opensim-SC-218eb908be33c1f9694562998e2d4d0b991f58f9.tar.gz opensim-SC-218eb908be33c1f9694562998e2d4d0b991f58f9.tar.bz2 opensim-SC-218eb908be33c1f9694562998e2d4d0b991f58f9.tar.xz |
In SceneGraph, use the property PhysicsScene instead of the variable _PhysScene, so that it gets properly initialized before being dereferenced.
Diffstat (limited to 'OpenSim')
-rwxr-xr-x | OpenSim/Region/Framework/Scenes/SceneGraph.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index d77e324..e0080f2 100755 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -162,9 +162,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
162 | 162 | ||
163 | // PhysX does this (runs in the background). | 163 | // PhysX does this (runs in the background). |
164 | 164 | ||
165 | if (_PhyScene.IsThreaded) | 165 | if (PhysicsScene.IsThreaded) |
166 | { | 166 | { |
167 | _PhyScene.GetResults(); | 167 | PhysicsScene.GetResults(); |
168 | } | 168 | } |
169 | } | 169 | } |
170 | 170 | ||
@@ -204,7 +204,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
204 | // position). | 204 | // position). |
205 | // | 205 | // |
206 | // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate(). | 206 | // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate(). |
207 | return _PhyScene.Simulate((float)elapsed); | 207 | return PhysicsScene.Simulate((float)elapsed); |
208 | } | 208 | } |
209 | 209 | ||
210 | protected internal void UpdateScenePresenceMovement() | 210 | protected internal void UpdateScenePresenceMovement() |