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author | Robert Adams | 2013-02-05 16:51:02 -0800 |
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committer | Robert Adams | 2013-02-05 16:56:33 -0800 |
commit | dce9e323f4f0fdccd2f34266e870de9cbcebd2f0 (patch) | |
tree | e8e5e245d6b2e18b709e297b60875c16f7a78225 /bin/OpenSimDefaults.ini | |
parent | BulletSim: add debugging looking for doorway sculpty problems (diff) | |
download | opensim-SC_OLD-dce9e323f4f0fdccd2f34266e870de9cbcebd2f0.zip opensim-SC_OLD-dce9e323f4f0fdccd2f34266e870de9cbcebd2f0.tar.gz opensim-SC_OLD-dce9e323f4f0fdccd2f34266e870de9cbcebd2f0.tar.bz2 opensim-SC_OLD-dce9e323f4f0fdccd2f34266e870de9cbcebd2f0.tar.xz |
BulletSim: remove degenerate triangles from meshes. This fixes the
invisible barriers in sculptie doorways (Mantis 6529).
Bump up level-of-detail for physical meshes to 32 (the max). This
fixes the invisible barriers that showed up in prim cut arches.
NOTE: the default LOD values are removed from OpenSimDefaults.ini.
If you don't change your OpenSimDefaults.ini, you will continue
to see the arch problem.
Diffstat (limited to 'bin/OpenSimDefaults.ini')
-rw-r--r-- | bin/OpenSimDefaults.ini | 16 |
1 files changed, 2 insertions, 14 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 9119273..7bdfd1c 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -916,13 +916,9 @@ | |||
916 | 916 | ||
917 | ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, | 917 | ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, |
918 | ; you will want to switch to the heightfield option | 918 | ; you will want to switch to the heightfield option |
919 | |||
920 | TerrainImplementation = 1 | 919 | TerrainImplementation = 1 |
921 | ; TerrainImplementation = 0 | 920 | ; TerrainImplementation = 0 |
922 | 921 | ||
923 | DefaultFriction = 0.20 | ||
924 | DefaultDensity = 10.000006836 | ||
925 | DefaultRestitution = 0.0 | ||
926 | Gravity = -9.80665 | 922 | Gravity = -9.80665 |
927 | 923 | ||
928 | TerrainFriction = 0.30 | 924 | TerrainFriction = 0.30 |
@@ -931,7 +927,7 @@ | |||
931 | TerrainCollisionMargin = 0.04 | 927 | TerrainCollisionMargin = 0.04 |
932 | 928 | ||
933 | AvatarFriction = 0.2 | 929 | AvatarFriction = 0.2 |
934 | AvatarStandingFriction = 10.0 | 930 | AvatarStandingFriction = 0.95 |
935 | AvatarRestitution = 0.0 | 931 | AvatarRestitution = 0.0 |
936 | AvatarDensity = 3.5 | 932 | AvatarDensity = 3.5 |
937 | AvatarCapsuleWidth = 0.6 | 933 | AvatarCapsuleWidth = 0.6 |
@@ -943,7 +939,7 @@ | |||
943 | 939 | ||
944 | CollisionMargin = 0.04 | 940 | CollisionMargin = 0.04 |
945 | 941 | ||
946 | ; Linkset constraint parameters | 942 | ; Linkset implmentation |
947 | LinkImplementation = 1 ; 0=constraint, 1=compound | 943 | LinkImplementation = 1 ; 0=constraint, 1=compound |
948 | 944 | ||
949 | ; Whether to mesh sculpties | 945 | ; Whether to mesh sculpties |
@@ -952,14 +948,6 @@ | |||
952 | ; If 'true', force simple prims (box and sphere) to be meshed | 948 | ; If 'true', force simple prims (box and sphere) to be meshed |
953 | ForceSimplePrimMeshing = false | 949 | ForceSimplePrimMeshing = false |
954 | 950 | ||
955 | ; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail | ||
956 | MeshLevelOfDetail = 8 | ||
957 | ; if mesh size is > threshold meters, we need to add more detail because people will notice | ||
958 | MeshLevelOfDetailMegaPrimThreshold = 10 | ||
959 | MeshLevelOfDetailMegaPrim = 16 | ||
960 | ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies | ||
961 | SculptLevelOfDetail = 32 | ||
962 | |||
963 | ; Bullet step parameters | 951 | ; Bullet step parameters |
964 | MaxSubSteps = 10 | 952 | MaxSubSteps = 10 |
965 | FixedTimeStep = .01667 | 953 | FixedTimeStep = .01667 |