Catch a meshing exception caused by corrupt or missing sculpt maps, and mark the prim as "mesh failed" so it doesn't try meshing continuously

avinationmerge
Tom 2010-08-03 14:11:11 -07:00
parent f04d51378f
commit 1d1da5069c
1 changed files with 11 additions and 2 deletions

View File

@ -131,6 +131,7 @@ namespace OpenSim.Region.Physics.OdePlugin
//public GCHandle gc;
private CollisionLocker ode;
private bool m_meshfailed = false;
private bool m_taintforce = false;
private bool m_taintaddangularforce = false;
private Vector3 m_force;
@ -1882,12 +1883,20 @@ namespace OpenSim.Region.Physics.OdePlugin
m_targetSpace = targetspace;
if (_mesh == null)
if (_mesh == null && m_meshfailed == false)
{
if (_parent_scene.needsMeshing(_pbs))
{
// Don't need to re-enable body.. it's done in SetMesh
_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
try
{
_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
}
catch
{
//Don't continuously try to mesh prims when meshing has failed
m_meshfailed = true;
}
// createmesh returns null when it's a shape that isn't a cube.
// m_log.Debug(m_localID);
}