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path: root/OpenSim/Region/Physics/Meshing/SculptMesh.cs (follow)
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* Added a Copy() method to PrimMesh and SculptMesh as suggested by dmiles. ↵Dahlia Trimble2009-05-081-0/+18
| | | | Sync PrimMesher.cs and SculptMesh.cs with PrimMesher.dll r36.
* alter behavior of sculpted prim "Inside out" setting. Addresses Mantis #3514Dahlia Trimble2009-05-031-1/+1
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* some code cleanupDahlia Trimble2009-04-241-18/+0
| | | | | sync with primmesher r35
* partial support for sculpted prim "inside out" settingDahlia Trimble2009-04-021-11/+38
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* Hard code scaled image resolution to 96 dpi prior to sculpt meshing to ↵Dahlia Trimble2009-04-011-2/+2
| | | | prevent a mono 2.4 failure. Thanks to cmickeyb for pointing out the failure.
* add x-axis mirror capability to sculpted prim mesh - addresses Mantis #3342Dahlia Trimble2009-03-261-0/+11
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* fixed propagation of normalized sculpt mesh vertex normalsDahlia Trimble2009-03-151-3/+3
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* Set sculpt map alpha to 255 prior to scaling and meshing. Addresses Mantis #3150Dahlia Trimble2009-02-151-0/+8
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* Fix an error in sculpt LOD calculationDahlia Trimble2009-01-211-3/+3
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* sync with primmesher r26 on forgeDahlia Trimble2009-01-041-36/+162
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* Improve LOD scaling for anisotropic sculpted prim meshesDahlia Trimble2009-01-041-1/+2
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* Update svn properties.Jeff Ames2008-12-031-343/+343
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* Revert r7548 and r7549 until someone with prebuild-fu can help structure the ↵Dahlia Trimble2008-11-301-0/+343
| | | | dependencies
* Removed remaining meshing codeDahlia Trimble2008-11-301-343/+0
| | | | | | Add PrimMesher.dll r21 All meshing tasks are now passed through Meshmerizer and handled by PrimMesher.dll
* Update meshing code to sync with current PrimMesher.cs on forge.Dahlia Trimble2008-11-291-260/+263
| | | | | | Migrate sculpt meshing code to primMesher version. This should result in more accurate physical sculpted prim proxies. Remove much obsolete code from Region/Physics/Meshing
* Changed sculpted prim texture scaling method to bilinear to reduce scaling ↵Dahlia Trimble2008-11-161-1/+2
| | | | artifacts
* * Make the ode simulation update loop print out the stack if an exception ↵Justin Clarke Casey2008-09-181-3/+5
| | | | occurs (at least, this is what will happen on linux)
* * minor: Remove warningsJustin Clarke Casey2008-09-121-2/+2
| | | | | | * leaving in the ones to do with ScriptBase since these actually indicate coding bugs that I don't have the time/brainpower to fix at the moment
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-3/+4
| | | | | | | * This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
* 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.