From c2f3ff872dd88b4382b41844a4faa632129d1760 Mon Sep 17 00:00:00 2001 From: Adam Frisby Date: Mon, 23 Feb 2009 06:55:42 +0000 Subject: * Performance Changes: * Moves Entity Updates into a seperate thread, allowing for OpenSim to utilize a computers CPU more effectively in return for potentially greater user and prim capacity. * Removes an expensive Sqrt call performed during Update on each object. This should lower CPU requirements for high-prim regions with physics enabled. * MXP Changes: Centers the region around 0,0 for primitives instead of 128,128. Prim display should now look more correct for MXP viewers. --- OpenSim/Client/MXP/ClientStack/MXPClientView.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Client/MXP') diff --git a/OpenSim/Client/MXP/ClientStack/MXPClientView.cs b/OpenSim/Client/MXP/ClientStack/MXPClientView.cs index 27bf078..d9c4077 100644 --- a/OpenSim/Client/MXP/ClientStack/MXPClientView.cs +++ b/OpenSim/Client/MXP/ClientStack/MXPClientView.cs @@ -577,7 +577,9 @@ namespace OpenSim.Client.MXP.ClientStack pe.ObjectFragment.AngularAcceleration = new float[4]; pe.ObjectFragment.AngularVelocity = new float[] { rvel.X, rvel.Y, rvel.Z, 0.0f }; pe.ObjectFragment.BoundingSphereRadius = primShape.Scale.Length()/2.0f; - pe.ObjectFragment.Location = new float[] { pos.X, pos.Y, pos.Z }; + + pe.ObjectFragment.Location = new float[] { pos.X - 120.0f, pos.Z, pos.Y - 128.0f }; + pe.ObjectFragment.Mass = 1.0f; pe.ObjectFragment.ObjectId = objectID.Guid; pe.ObjectFragment.Orientation = new float[] { rotation.X, rotation.Y, rotation.Z, rotation.W }; -- cgit v1.1