Commit message (Collapse) | Author | Age | Files | Lines | |
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* | add null check for jpeg2000 sculpt image decode failure. Note: the ↵ | dahlia | 2013-11-01 | 1 | -0/+9 |
| | | | | j2kDecodeCache folder should be cleared after updating to this revision so that sculpts containing alpha can be re-decoded and successfully meshed. | ||||
* | discard alpha in 4-plane sculpt textures before generating physics proxy mesh | dahlia | 2013-11-01 | 1 | -12/+7 |
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* | Meshmerizer: remember to add the copied hull verts to the list of hulls. | Robert Adams | 2013-05-24 | 1 | -0/+1 |
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* | Meshmerizer: add INI parameter to enable DEBUG mesh detail logging. | Robert Adams | 2013-05-24 | 1 | -3/+6 |
| | | | | | | | | Default to off. To turn mesh parsing DEBUG detail logging on, add [Mesh] LogMeshDetail=true to the INI file. | ||||
* | change a hull debugging message to Debug instead of Info | dahlia | 2013-05-24 | 1 | -1/+1 |
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* | correct some errors in decoding of mesh asset convex decomposition data | dahlia | 2013-05-24 | 1 | -53/+83 |
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* | add decoder for bounding convex hull | dahlia | 2013-05-23 | 1 | -4/+53 |
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* | Add DEBUG level logging in Meshmerizer for mesh parsing. There is | Robert Adams | 2013-05-23 | 1 | -2/+25 |
| | | | | a compile time variable to turn this logging off if it is too spammy. | ||||
* | fix error in hull point indexing | dahlia | 2013-05-18 | 1 | -1/+1 |
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* | remove duplicate hull scaling | dahlia | 2013-05-18 | 1 | -3/+3 |
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* | add prototype code to decode convex hulls from mesh assets. Please do not ↵ | dahlia | 2013-05-18 | 1 | -21/+110 |
| | | | | use yet; the interface will be defined in a later commit. | ||||
* | fall back to using a display mesh for physics proxy if no physics_mesh entry ↵ | dahlia | 2013-05-15 | 1 | -0/+4 |
| | | | | was wound in a mesh asset | ||||
* | BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables ↵ | Robert Adams | 2012-11-29 | 1 | -5/+16 |
| | | | | mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh. | ||||
* | Stop logging spurious asset data for {0} is zero length error for sculpts/mesh | Justin Clark-Casey (justincc) | 2012-11-28 | 1 | -1/+4 |
| | | | | | | | | ODEPrim, for instance, always hits this code path twice at the moment Firstly before any sculpt data has been loaded (hence the spurious message) Secondly when any sculpt data has been loaded or failed to load (when the message would be valid). Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead (though this is not ideal since it requires all physics plugins to copy/paste similar code). | ||||
* | Add prim name to "[MESH]: No recognized physics mesh..." log message | Justin Clark-Casey (justincc) | 2012-03-20 | 1 | -1/+1 |
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* | Comment out "experimental" log message printed out whenever a physics mesh ↵ | Justin Clark-Casey (justincc) | 2012-02-16 | 1 | -2/+2 |
| | | | | | | was generated for a mesh Also adds prim name to the "no asset data" error log message | ||||
* | minor: remove mono compile warning, a Vector3 can never be null since it's a ↵ | Justin Clark-Casey (justincc) | 2011-11-29 | 1 | -9/+6 |
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* | Move GetMeshKey from buried inside Meshmerizer to a public method on ↵ | Robert Adams | 2011-08-28 | 1 | -62/+1 |
| | | | | | | PrimitiveBaseShape Signed-off-by: BlueWall <jamesh@bluewallgroup.com> | ||||
* | Add level of detail specification to optionally reduce the number of ↵ | Robert Adams | 2011-08-28 | 1 | -5/+31 |
| | | | | | | vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com> | ||||
* | refactor: extract method that generates a physics mesh from prim shape data | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -117/+141 |
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* | refactor: extract code which generate points and faces from sculpt data into ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -220/+240 |
| | | | | | | it's own method. fix build break. | ||||
* | fix bug in previous commit | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -1/+2 |
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* | refactor: move the code that generates physics meshs from prim mesh data ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -99/+123 |
| | | | | into a separate method, in order to make the code more readable. | ||||
* | Return null from CreateMeshFromPrimMesher if OpenJPEG decoding of the sculpt ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -1/+11 |
| | | | | | | data fails. This is to address http://opensimulator.org/mantis/view.php?id=5612 | ||||
* | Fix physics proxy regeneration when a mesh with more than one submesh is resized | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -1/+4 |
| | | | | Addresses http://opensimulator.org/mantis/view.php?id=5584 | ||||
* | minor Tack the prim name on the end of the "experimental mesh proxy ↵ | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 |
| | | | | | | generation" message. Can probably comment out this message soon, once a few other issues are tidied up. | ||||
* | minor: code tidy and inserted log lines for future use. | Justin Clark-Casey (justincc) | 2011-07-09 | 1 | -2/+3 |
| | | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled. | ||||
* | refactor: eliminate redundant return statement | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -3/+1 |
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* | refactor: Factor out AddSubMesh() method from long ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -44/+53 |
| | | | | | | CraeteMeshFromPrimMesher() method Also remove some of the logging spam left in from the last commit. | ||||
* | Fix interpretation of physics mesh proxies from mesh data | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -0/+10 |
| | | | | | | | | As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some submesh blocks may just have the flag "NoGeometry" to signal that they provide no mesh data. If a block contains this, ignore it for meshing purposes rather than suffer a ClassCastException This fixes physics proxy meshing, so you can now walk through mesh doorways, properly stand on the trailer of mesh trucks, etc. To get mesh physics proxy, the UseMeshiesPhysicsMesh must be true in a [Mesh] config section in OpenSim.ini (example in OpenSimDefaults.ini). Convex hull physics not currently supported. | ||||
* | minor: commented out log lines for future use and very small code tidy | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -0/+2 |
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* | Allow physics proxy generation for meshes using new asset format. | dahlia | 2011-06-29 | 1 | -4/+17 |
| | | | | Fix an invalid cast exception while decoding new mesh asset format. | ||||
* | partial update for new mesh asset format - handle both old and new formats ↵ | dahlia | 2011-06-10 | 1 | -1/+5 |
| | | | | for physics mesh | ||||
* | Fix crash when [Mesh] section is missing from configuration files | Dan Lake | 2011-04-29 | 1 | -1/+2 |
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* | Group collada meshies settings under [Mesh] in OpensimDefaults.ini | BlueWall | 2011-04-21 | 1 | -1/+2 |
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* | minor: remove some compiler warnings | Justin Clark-Casey (justincc) | 2010-12-10 | 1 | -1/+1 |
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* | catch an exception when a mesh asset header cant be decoded | dahlia | 2010-11-24 | 1 | -2/+9 |
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* | * Updated libomv to r3461 | Latif Khalifa | 2010-10-24 | 1 | -2/+2 |
| | | | | Main reason for upgrade is to revert API change that was introduced in order to support headerless binary LLSD decoding needed for deserialization of the mesh assets, which turned out to be unnecessary as we can transparently decode both kinds. | ||||
* | fix combining of multiple physics submeshes | dahlia | 2010-10-20 | 1 | -3/+4 |
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* | remove some cruft from last commit | dahlia | 2010-10-18 | 1 | -8/+0 |
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* | initial support for meshies physics. Must set ini option ↵ | dahlia | 2010-10-18 | 1 | -43/+94 |
| | | | | UseMeshiesPhysicsMesh = true to enable. See file OpenSimDefaults.ini for example. | ||||
* | one more silly line ending thing.... *If you have problems, fetch the tree ↵ | Teravus Ovares (Dan Olivares) | 2010-10-15 | 1 | -71/+71 |
| | | | | | | and rebase. Signed-off-by: Teravus Ovares (Dan Olivares) <teravus@gmail.com> | ||||
* | more work in progress on mesh physics - still non-functional | dahlia | 2010-10-14 | 1 | -2/+67 |
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* | laying some groundwork for mesh physics | dahlia | 2010-10-14 | 1 | -70/+80 |
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* | * Make line endings consistant in Meshmerizer.cs | Teravus Ovares (Dan Olivares) | 2010-10-09 | 1 | -1/+1 |
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* | add a flag in OpenSim.ini.example for enabling/disabling decoded sculpt map ↵ | dahlia | 2010-10-07 | 1 | -1/+2 |
| | | | | caching for meshing | ||||
* | Typo fixes | Melanie | 2010-09-26 | 1 | -6/+6 |
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* | adding configurable j2kDecodeCache path | BlueWall | 2010-09-26 | 1 | -4/+9 |
| | | | | | | | | allowing the decoded sculpt map cache path to be defined in the configuration files. Use DecodedSculpMapPath in the [Startup] section to set the path. The default is still ./bin/j2kDecodeCache | ||||
* | Switching sculpty from CSJ2K back to OpenJPEG for now until more kinks are ↵ | John Hurliman | 2009-10-28 | 1 | -2/+6 |
| | | | | ironed out | ||||
* | Print the exception message when CSJ2K decoding fails for sculpty textures | John Hurliman | 2009-10-28 | 1 | -3/+3 |
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