From aae76f7be4f62db230bf4750496b913b6d013eb8 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 28 Nov 2012 02:01:04 +0000
Subject: Stop logging spurious asset data for {0} is zero length error for
 sculpts/mesh

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).
---
 OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 5 +++++
 1 file changed, 5 insertions(+)

(limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs')

diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 5a0b8d1..0d66496 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -3361,6 +3361,11 @@ Console.WriteLine(" JointCreateFixed");
                 _pbs.SculptData = new byte[asset.Data.Length];
                 asset.Data.CopyTo(_pbs.SculptData, 0);
 //                m_assetFailed = false;
+
+//                m_log.DebugFormat(
+//                    "[ODE PRIM]: Received mesh/sculpt data asset {0} with {1} bytes for {2} at {3} in {4}", 
+//                    _pbs.SculptTexture, _pbs.SculptData.Length, Name, _position, _parent_scene.Name);
+
                 m_taintshape = true;
                _parent_scene.AddPhysicsActorTaint(this);
             }
-- 
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