a bit cleaner code (?) on sculpts/meshs meshing checking

avinationmerge
UbitUmarov 2012-05-28 14:44:06 +01:00
parent 60cebe9a5b
commit 2122c336b0
1 changed files with 6 additions and 7 deletions

View File

@ -1675,21 +1675,18 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <returns></returns> /// <returns></returns>
public bool needsMeshing(PrimitiveBaseShape pbs) public bool needsMeshing(PrimitiveBaseShape pbs)
{ {
// check sculpts or meshs // check sculpts or meshs
if (pbs.SculptEntry) if (pbs.SculptEntry)
{ {
if (meshSculptedPrim)
return true;
if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
return true; return true;
if (!meshSculptedPrim)
return false; return false;
else
return true;
} }
int iPropertiesNotSupportedDefault = 0;
if (forceSimplePrimMeshing) if (forceSimplePrimMeshing)
return true; return true;
@ -1719,6 +1716,8 @@ namespace OpenSim.Region.Physics.OdePlugin
// and it's odd.. so for now just return true if asked to force meshs // and it's odd.. so for now just return true if asked to force meshs
// hopefully mesher will fail if doesn't suport so things still get basic boxes // hopefully mesher will fail if doesn't suport so things still get basic boxes
int iPropertiesNotSupportedDefault = 0;
if (pbs.ProfileHollow != 0) if (pbs.ProfileHollow != 0)
iPropertiesNotSupportedDefault++; iPropertiesNotSupportedDefault++;