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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 202a4ce..a780526 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -468,7 +468,9 @@ public class BSShapeMesh : BSShape
468 { 468 {
469 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, 469 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
470 false, // say it is not physical so a bounding box is not built 470 false, // say it is not physical so a bounding box is not built
471 false // do not cache the mesh and do not use previously built versions 471 false, // do not cache the mesh and do not use previously built versions
472 false,
473 false
472 ); 474 );
473 } 475 }
474 476
@@ -620,7 +622,7 @@ public class BSShapeHull : BSShape
620 lock (physicsScene.mesher) 622 lock (physicsScene.mesher)
621 { 623 {
622 // Pass true for physicalness as this prevents the creation of bounding box which is not needed 624 // Pass true for physicalness as this prevents the creation of bounding box which is not needed
623 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); 625 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false);
624 626
625 // If we should use the asset's hull info, fetch it out of the locked mesher 627 // If we should use the asset's hull info, fetch it out of the locked mesher
626 if (meshData != null && BSParam.ShouldUseAssetHulls) 628 if (meshData != null && BSParam.ShouldUseAssetHulls)