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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs8
1 files changed, 3 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 4106534..880859a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -201,9 +201,7 @@ public class BSTerrainManager
201 // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new 201 // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
202 // terrain shape is created and added to the body. 202 // terrain shape is created and added to the body.
203 // This call is most often used to update the heightMap and parameters of the terrain. 203 // This call is most often used to update the heightMap and parameters of the terrain.
204 // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when 204 // (The above does suggest that some simplification/refactoring is in order.)
205 // calling this routine from initialization or taint-time routines) or whether to delay
206 // all the unmanaged activities to taint-time.
207 private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) 205 private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
208 { 206 {
209 DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}", 207 DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
@@ -335,8 +333,8 @@ public class BSTerrainManager
335 333
336 // Make sure the new shape is processed. 334 // Make sure the new shape is processed.
337 // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true); 335 // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
338 BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING); 336 // BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING);
339 // BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); 337 BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
340 338
341 m_terrainModified = true; 339 m_terrainModified = true;
342 }; 340 };