aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/bin
diff options
context:
space:
mode:
authorRobert Adams2013-02-05 16:51:02 -0800
committerRobert Adams2013-02-05 16:56:33 -0800
commitdce9e323f4f0fdccd2f34266e870de9cbcebd2f0 (patch)
treee8e5e245d6b2e18b709e297b60875c16f7a78225 /bin
parentBulletSim: add debugging looking for doorway sculpty problems (diff)
downloadopensim-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')
-rw-r--r--bin/OpenSimDefaults.ini16
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