diff --git a/OpenSim/Region/Application/ConfigurationLoader.cs b/OpenSim/Region/Application/ConfigurationLoader.cs index c3e7b867bc..21edcc500d 100644 --- a/OpenSim/Region/Application/ConfigurationLoader.cs +++ b/OpenSim/Region/Application/ConfigurationLoader.cs @@ -305,8 +305,8 @@ namespace OpenSim config.Set("region_info_source", "filesystem"); config.Set("gridmode", false); - config.Set("physics", "basicphysics"); - config.Set("meshing", "ZeroMesher"); + config.Set("physics", "OpenDynamicsEngine"); + config.Set("meshing", "Meshmerizer"); config.Set("physical_prim", true); config.Set("see_into_this_sim_from_neighbor", true); config.Set("serverside_object_permissions", false); diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 8582a6c351..d38c511ba2 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -134,19 +134,24 @@ ; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true. physical_prim = true - ; Select a mesher here. ZeroMesher is safe and fast. - ; ZeroMesher also means that the physics engine models the physics of prims - ; sticking to the basic shapes the engine does support. Usually this is only a box. - ; Meshmerizer gives a better handling of complex prims by using triangle meshes. - ; Note that only ODE physics currently deals with meshed prims in a satisfactory way + ; Select a mesher here. ; - meshing = ZeroMesher - ;meshing = Meshmerizer + ; Meshmerizer properly handles complex prims by using triangle meshes. + ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way + ; + ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports + ; Usually this is only a box + + meshing = Meshmerizer + ;meshing = ZeroMesher ; Choose one of the physics engines below - physics = basicphysics + ; OpenDynamicsEngine is by some distance the most developed physics engine + ; basicphysics effectively does not model physics at all, making all objects phantom + + physics = OpenDynamicsEngine + ;physics = basicphysics ;physics = POS - ;physics = OpenDynamicsEngine ;physics = modified_BulletX ; ##