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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 006a9c1..5a0a14c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -481,7 +481,9 @@ public class BSShapeMesh : BSShape
481 { 481 {
482 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, 482 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
483 false, // say it is not physical so a bounding box is not built 483 false, // say it is not physical so a bounding box is not built
484 false // do not cache the mesh and do not use previously built versions 484 false, // do not cache the mesh and do not use previously built versions
485 false,
486 false
485 ); 487 );
486 } 488 }
487 489
@@ -632,7 +634,7 @@ public class BSShapeHull : BSShape
632 lock (physicsScene.mesher) 634 lock (physicsScene.mesher)
633 { 635 {
634 // Pass true for physicalness as this prevents the creation of bounding box which is not needed 636 // Pass true for physicalness as this prevents the creation of bounding box which is not needed
635 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); 637 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false);
636 638
637 // If we should use the asset's hull info, fetch it out of the locked mesher 639 // If we should use the asset's hull info, fetch it out of the locked mesher
638 if (meshData != null && BSParam.ShouldUseAssetHulls) 640 if (meshData != null && BSParam.ShouldUseAssetHulls)