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authorJustin Clarke Casey2008-09-18 18:54:42 +0000
committerJustin Clarke Casey2008-09-18 18:54:42 +0000
commit8ff1bc5b03adfc11903dfdc244e6fe26f07b4bd2 (patch)
treefd148eead472df1afa9da4ab46de4e024ce48497 /OpenSim/Region/Physics/Meshing/SculptMesh.cs
parentReverse yes and no for the parcel's "public" property to make it accurately (diff)
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* Make the ode simulation update loop print out the stack if an exception occurs (at least, this is what will happen on linux)
Diffstat (limited to 'OpenSim/Region/Physics/Meshing/SculptMesh.cs')
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMesh.cs8
1 files changed, 5 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
index d4bd65f..0f12739 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
@@ -81,9 +81,8 @@ namespace OpenSim.Region.Physics.Meshing
81 idata.Dispose(); 81 idata.Dispose();
82 } 82 }
83 } 83 }
84
85
86 } 84 }
85
87 private Vertex ColorToVertex(Color input) 86 private Vertex ColorToVertex(Color input)
88 { 87 {
89 return new Vertex( 88 return new Vertex(
@@ -91,6 +90,7 @@ namespace OpenSim.Region.Physics.Meshing
91 ((float)input.G - 128) / RANGE, 90 ((float)input.G - 128) / RANGE,
92 ((float)input.B - 128) / RANGE); 91 ((float)input.B - 128) / RANGE);
93 } 92 }
93
94 private void LoadPoles() 94 private void LoadPoles()
95 { 95 {
96 northpole = new Vertex(0, 0, 0); 96 northpole = new Vertex(0, 0, 0);
@@ -144,6 +144,7 @@ namespace OpenSim.Region.Physics.Meshing
144 return lod; 144 return lod;
145 } 145 }
146 } 146 }
147
147 private void DoLOD() 148 private void DoLOD()
148 { 149 {
149 int x_max = Math.Min(Scale, bBitmap.Width); 150 int x_max = Math.Min(Scale, bBitmap.Width);
@@ -199,13 +200,14 @@ namespace OpenSim.Region.Physics.Meshing
199 } 200 }
200 201
201 } 202 }
203
202 public void clearStuff() 204 public void clearStuff()
203 { 205 {
204 this.triangles.Clear(); 206 this.triangles.Clear();
205 this.vertices.Clear(); 207 this.vertices.Clear();
206 //normals = new float[0]; 208 //normals = new float[0];
207
208 } 209 }
210
209 public void processSculptTexture() 211 public void processSculptTexture()
210 { 212 {
211 int x_max = Math.Min(Scale, bBitmap.Width); 213 int x_max = Math.Min(Scale, bBitmap.Width);