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-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs9
1 files changed, 6 insertions, 3 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs
index f03d8d8..66bb429 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs
@@ -35,10 +35,13 @@ namespace OpenSim.Region.ClientStack.Linden
35 // fees are normalized to 1.0 35 // fees are normalized to 1.0
36 // this parameters scale them to basic cost ( so 1.0 translates to 10 ) 36 // this parameters scale them to basic cost ( so 1.0 translates to 10 )
37 37
38 public float ModelMeshCostFactor = 1.0f; // scale total cost relative to basic (excluding textures) 38 public float ModelMeshCostFactor = 0f; //Free
39 public float ModelTextureCostFactor = 1.0f; // scale textures fee to basic. 39 public float ModelMinCostFactor = 0f; // Free
40 public float ModelMinCostFactor = 0.5f; // minimum total model free excluding textures 40 //public float ModelMeshCostFactor = 1.0f; // scale total cost relative to basic (excluding textures)
41 //public float ModelMinCostFactor = 0.5f; // minimum total model free excluding textures
41 42
43 public float ModelTextureCostFactor = 1.00f; // keep full price because texture price
44 // is based on it's storage needs not on usability
42 // itens costs in normalized values 45 // itens costs in normalized values
43 // ie will be multiplied by basicCost and factors above 46 // ie will be multiplied by basicCost and factors above
44 const float primCreationCost = 0.002f; // extra cost for each prim creation overhead 47 const float primCreationCost = 0.002f; // extra cost for each prim creation overhead