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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs6
1 files changed, 4 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 867d2ab..326fc9e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -458,7 +458,9 @@ public class BSShapeMesh : BSShape
458 { 458 {
459 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, 459 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
460 false, // say it is not physical so a bounding box is not built 460 false, // say it is not physical so a bounding box is not built
461 false // do not cache the mesh and do not use previously built versions 461 false, // do not cache the mesh and do not use previously built versions
462 false,
463 false
462 ); 464 );
463 } 465 }
464 466
@@ -608,7 +610,7 @@ public class BSShapeHull : BSShape
608 lock (physicsScene.mesher) 610 lock (physicsScene.mesher)
609 { 611 {
610 // Pass true for physicalness as this prevents the creation of bounding box which is not needed 612 // Pass true for physicalness as this prevents the creation of bounding box which is not needed
611 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); 613 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false);
612 614
613 // If we should use the asset's hull info, fetch it out of the locked mesher 615 // If we should use the asset's hull info, fetch it out of the locked mesher
614 if (meshData != null && BSParam.ShouldUseAssetHulls) 616 if (meshData != null && BSParam.ShouldUseAssetHulls)