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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index cd15850..5240ad8 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -213,13 +213,13 @@ public sealed class BSTerrainManager : IDisposable
213 }); 213 });
214 } 214 }
215 215
216 // Another region is calling this region passing a terrain. 216 // Another region is calling this region and passing a terrain.
217 // A region that is not the mega-region root will pass its terrain to the root region so the root region 217 // A region that is not the mega-region root will pass its terrain to the root region so the root region
218 // physics engine will have all the terrains. 218 // physics engine will have all the terrains.
219 private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) 219 private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
220 { 220 {
221 // Since we are called by another region's thread, the action must be rescheduled onto our processing thread. 221 // Since we are called by another region's thread, the action must be rescheduled onto our processing thread.
222 PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + m_worldOffset.ToString(), 0, delegate() 222 PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate()
223 { 223 {
224 UpdateTerrain(id, heightMap, minCoords, maxCoords); 224 UpdateTerrain(id, heightMap, minCoords, maxCoords);
225 }); 225 });
@@ -306,7 +306,7 @@ public sealed class BSTerrainManager : IDisposable
306 newTerrainID = ++m_terrainCount; 306 newTerrainID = ++m_terrainCount;
307 307
308 DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", 308 DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}",
309 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); 309 BSScene.DetailLogZero, newTerrainID, minCoords, maxCoords);
310 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); 310 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
311 m_terrains.Add(terrainRegionBase, newTerrainPhys); 311 m_terrains.Add(terrainRegionBase, newTerrainPhys);
312 312