Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | minor: code tidy and inserted log lines for future use. | Justin Clark-Casey (justincc) | 2011-07-09 | 1 | -4/+1 | |
| | | | | | | | | 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: Factor out AddSubMesh() method from long ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -5/+5 | |
| | | | | | | CraeteMeshFromPrimMesher() method Also remove some of the logging spam left in from the last commit. | |||||
* | minor: code tidy up - remove a couple of Console.WriteLine() accidentally ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -6/+8 | |
| | | | | added in the last commit | |||||
* | refactor: Separate the OdeScene class into its own file from OdePlugin.cs, ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -0/+3866 | |
to improve code readability |