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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs13
1 files changed, 12 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index dfcd2bf..9b56fb4 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -744,7 +744,18 @@ public sealed class BSCharacter : BSPhysObject
744 // and will send agent updates to the clients if velocity changes by more than 744 // and will send agent updates to the clients if velocity changes by more than
745 // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many 745 // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
746 // extra updates. 746 // extra updates.
747 if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f)) 747 //
748 // XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to
749 // avatar movement rather than removes it. The larger the threshold, the bigger the jitter.
750 // This is most noticeable in level flight and can be seen with
751 // the "show updates" option in a viewer. With an update threshold, the RawVelocity cycles between a lower
752 // bound and an upper bound, where the difference between the two is enough to trigger a large delta v update
753 // and subsequently trigger an update in ScenePresence.SendTerseUpdateToAllClients(). The cause of this cycle (feedback?)
754 // has not yet been identified.
755 //
756 // If there is a threshold below 0.4 or no threshold check at all (as in ODE), then RawVelocity stays constant and extra
757 // updates are not triggered in ScenePresence.SendTerseUpdateToAllClients().
758// if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f))
748 RawVelocity = entprop.Velocity; 759 RawVelocity = entprop.Velocity;
749 760
750 _acceleration = entprop.Acceleration; 761 _acceleration = entprop.Acceleration;