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author | Dahlia Trimble | 2008-07-12 01:58:20 +0000 |
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committer | Dahlia Trimble | 2008-07-12 01:58:20 +0000 |
commit | 13399ff4393b0fbf6e2caf79542f62e9b4ba4281 (patch) | |
tree | 546a8a6d08c1d9acdff47e06a1f9c9be364df3f7 /OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |
parent | Patch #9142 (No mantis) (diff) | |
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Passes prim physical status to mesher from physics plugins
Small prims now get a full mesh if they are physical
Fixed a logic bug that was preventing many prim meshes from having excess memory cleaned up
Switched to more conservative method of vertex and triangle list trimming to prevent possible crash
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index d063507..f7fbaf1 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -922,7 +922,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
922 | if (_parent_scene.needsMeshing(_pbs)) | 922 | if (_parent_scene.needsMeshing(_pbs)) |
923 | { | 923 | { |
924 | // Don't need to re-enable body.. it's done in SetMesh | 924 | // Don't need to re-enable body.. it's done in SetMesh |
925 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD); | 925 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); |
926 | // createmesh returns null when it's a shape that isn't a cube. | 926 | // createmesh returns null when it's a shape that isn't a cube. |
927 | } | 927 | } |
928 | } | 928 | } |
@@ -1496,7 +1496,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1496 | if (IsPhysical) | 1496 | if (IsPhysical) |
1497 | meshlod = _parent_scene.MeshSculptphysicalLOD; | 1497 | meshlod = _parent_scene.MeshSculptphysicalLOD; |
1498 | 1498 | ||
1499 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod); | 1499 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); |
1500 | // createmesh returns null when it's a shape that isn't a cube. | 1500 | // createmesh returns null when it's a shape that isn't a cube. |
1501 | if (mesh != null) | 1501 | if (mesh != null) |
1502 | { | 1502 | { |