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path: root/OpenSim/Region/Physics/Meshing/SculptMesh.cs (follow)
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* Commented out the float array "normals" in the Mesh object and all ↵Dahlia Trimble2008-08-221-1/+1
| | | | references to save memory as it was unused
* Formatting cleanup.Jeff Ames2008-08-181-6/+6
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* dr scofield's warnings safari:Dr Scofield2008-06-271-1/+1
| | | | | | * commenting out unused variables
* * Yet another way to optimize the sculpt mesh generatorTeravus Ovares2008-05-251-25/+25
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* * kill a potentially large float array.Teravus Ovares2008-05-251-1/+1
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* * Prevent an error from stopping startup when decoding the sculpt mesh j2k ↵Teravus Ovares2008-05-221-2/+12
| | | | fails.
* * This finishes the ODE options section of the OpenSim.ini.example. I've ↵Teravus Ovares2008-05-161-1/+8
| | | | | | | | added 44 configurable options! * This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties. * The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.
* * Valid Sculpted prim now collide properly.Teravus Ovares2008-05-091-37/+125
| | | | | | | * The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy * Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now) * This just adds to the experimental nature of trunk. :D
* * Wrote a method to get the OpenJpeg data of a sculpt texture asset and save ↵Teravus Ovares2008-05-091-0/+231
it to the prim shape. * Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.