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-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs13
1 files changed, 9 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
index 4cf88d8..3e2b71c 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -2137,13 +2137,18 @@ namespace OpenSim.Region.Physics.OdePlugin
2137 2137
2138 m_targetSpace = targetspace; 2138 m_targetSpace = targetspace;
2139 2139
2140 if (_mesh == null && m_meshfailed == false) 2140 if (_mesh == null) // && m_meshfailed == false)
2141 { 2141 {
2142 if (_parent_scene.needsMeshing(_pbs)) 2142 if (_parent_scene.needsMeshing(_pbs))
2143 { 2143 {
2144 bool convex;
2145 if (m_shapetype == 2)
2146 convex = true;
2147 else
2148 convex = false;
2144 try 2149 try
2145 { 2150 {
2146 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true); 2151 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex);
2147 } 2152 }
2148 catch 2153 catch
2149 { 2154 {
@@ -2382,7 +2387,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2382 // we don't need to do space calculation because the client sends a position update also. 2387 // we don't need to do space calculation because the client sends a position update also.
2383 2388
2384 // Construction of new prim 2389 // Construction of new prim
2385 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false) 2390 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2386 { 2391 {
2387 float meshlod = _parent_scene.meshSculptLOD; 2392 float meshlod = _parent_scene.meshSculptLOD;
2388 2393
@@ -2493,7 +2498,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2493 if (_size.Z <= 0) _size.Z = 0.01f; 2498 if (_size.Z <= 0) _size.Z = 0.01f;
2494 // Construction of new prim 2499 // Construction of new prim
2495 2500
2496 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false) 2501 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2497 { 2502 {
2498 // Don't need to re-enable body.. it's done in SetMesh 2503 // Don't need to re-enable body.. it's done in SetMesh
2499 float meshlod = _parent_scene.meshSculptLOD; 2504 float meshlod = _parent_scene.meshSculptLOD;